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Hill-climb assist for Easy/Battle
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@ -1171,6 +1171,28 @@ void P_ButteredSlope(mobj_t *mo)
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// Make relative to game speed
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mult = FixedMul(mult, gameSpeed);
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// Easy / Battle: SUPER NERF slope climbs, so that they're usually possible without resources.
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// (New players suck at budgeting, and may not remember they have spindash / rings at all!)
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if (gamespeed == KARTSPEED_EASY)
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{
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// Same as above, but use facing angle:
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angle_t easyangle = mo->angle - mo->standingslope->xydirection;
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if (P_MobjFlip(mo) * mo->standingslope->zdelta < 0)
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{
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easyangle ^= ANGLE_180;
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}
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fixed_t mult2 = FINECOSINE(easyangle >> ANGLETOFINESHIFT);
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mult2 = FixedMul(mult2, gameSpeed);
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// Prefer the modifier that helps us go where we're going.
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if (mult2 < mult)
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mult = mult2;
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// And if we're staring down a slope, believe in ourself really hard and climb it anyway.
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if (mult < 0)
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mult = 8 * mult / 5;
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}
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mult = FRACUNIT + (FRACUNIT + mult)*4/3;
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thrust = FixedMul(thrust, mult);
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}
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