mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Merge branch 'player-new-frames' into 'master'
New player frames: Glancing and death See merge request KartKrew/Kart!362
This commit is contained in:
commit
caa7fe1b47
16 changed files with 605 additions and 72 deletions
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@ -631,6 +631,8 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
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rsp->tumbleLastBounce = players[i].tumbleLastBounce;
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rsp->tumbleSound = players[i].tumbleSound;
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rsp->glanceDir = players[i].glanceDir;
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// respawnvars_t
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rsp->respawn_state = players[i].respawn.state;
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rsp->respawn_pointx = (fixed_t)LONG(players[i].respawn.pointx);
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@ -789,6 +791,8 @@ static void resynch_read_player(resynch_pak *rsp)
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players[i].tumbleLastBounce = (boolean)rsp->tumbleLastBounce;
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players[i].tumbleSound = (boolean)rsp->tumbleSound;
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players[i].glanceDir = (SINT8)rsp->glanceDir;
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// respawnvars_t
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players[i].respawn.state = rsp->respawn_state;
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players[i].respawn.pointx = (fixed_t)LONG(rsp->respawn_pointx);
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@ -295,6 +295,8 @@ typedef struct
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boolean tumbleLastBounce;
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boolean tumbleSound;
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SINT8 glanceDir;
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// respawnvars_t
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UINT8 respawn_state;
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fixed_t respawn_pointx;
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@ -115,19 +115,11 @@ typedef enum
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{
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// Are animation frames playing?
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PA_ETC=0,
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PA_IDLE,
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PA_EDGE,
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PA_WALK,
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PA_RUN,
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PA_DASH,
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PA_PAIN,
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PA_ROLL,
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PA_JUMP,
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PA_SPRING,
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PA_FALL,
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PA_ABILITY,
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PA_ABILITY2,
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PA_RIDE
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PA_STILL,
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PA_SLOW,
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PA_FAST,
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PA_DRIFT,
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PA_HURT
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} panim_t;
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//
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@ -577,6 +569,8 @@ typedef struct player_s
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boolean tumbleLastBounce;
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boolean tumbleSound;
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SINT8 glanceDir; // Direction the player is trying to look backwards in
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//
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UINT32 charflags; // Extra abilities/settings for skins (combinable stuff)
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@ -5211,12 +5211,24 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_KART_STILL",
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"S_KART_STILL_L",
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"S_KART_STILL_R",
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"S_KART_STILL_GLANCE_L",
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"S_KART_STILL_GLANCE_R",
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"S_KART_STILL_LOOK_L",
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"S_KART_STILL_LOOK_R",
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"S_KART_SLOW",
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"S_KART_SLOW_L",
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"S_KART_SLOW_R",
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"S_KART_SLOW_GLANCE_L",
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"S_KART_SLOW_GLANCE_R",
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"S_KART_SLOW_LOOK_L",
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"S_KART_SLOW_LOOK_R",
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"S_KART_FAST",
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"S_KART_FAST_L",
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"S_KART_FAST_R",
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"S_KART_FAST_GLANCE_L",
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"S_KART_FAST_GLANCE_R",
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"S_KART_FAST_LOOK_L",
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"S_KART_FAST_LOOK_R",
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"S_KART_DRIFT_L",
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"S_KART_DRIFT_L_OUT",
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"S_KART_DRIFT_L_IN",
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@ -5224,12 +5236,18 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_KART_DRIFT_R_OUT",
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"S_KART_DRIFT_R_IN",
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"S_KART_SPINOUT",
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"S_KART_SQUISH",
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"S_KART_DEAD",
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"S_KART_SIGN",
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// technically the player goes here but it's an infinite tic state
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"S_OBJPLACE_DUMMY",
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"S_KART_LEFTOVER",
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"S_KART_LEFTOVER_NOTIRES",
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"S_KART_TIRE1",
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"S_KART_TIRE2",
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// Blue Crawla
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"S_POSS_STND",
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"S_POSS_RUN1",
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@ -9428,6 +9446,8 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
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"MT_THOK", // Thok! mobj
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"MT_PLAYER",
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"MT_KART_LEFTOVER",
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"MT_KART_TIRE",
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// Enemies
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"MT_BLUECRAWLA", // Crawla (Blue)
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@ -11450,19 +11470,11 @@ struct {
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// Player animation (panim_t)
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{"PA_ETC",PA_ETC},
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{"PA_IDLE",PA_IDLE},
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{"PA_EDGE",PA_EDGE},
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{"PA_WALK",PA_WALK},
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{"PA_RUN",PA_RUN},
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{"PA_DASH",PA_DASH},
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{"PA_PAIN",PA_PAIN},
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{"PA_ROLL",PA_ROLL},
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{"PA_JUMP",PA_JUMP},
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{"PA_SPRING",PA_SPRING},
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{"PA_FALL",PA_FALL},
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{"PA_ABILITY",PA_ABILITY},
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{"PA_ABILITY2",PA_ABILITY2},
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{"PA_RIDE",PA_RIDE},
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{"PA_STILL",PA_STILL},
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{"PA_SLOW",PA_SLOW},
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{"PA_FAST",PA_FAST},
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{"PA_DRIFT",PA_DRIFT},
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{"PA_HURT",PA_HURT},
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// Value for infinite lives
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{"INFLIVES",INFLIVES},
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@ -2261,7 +2261,7 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
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p->pflags |= PF_JUMPDOWN;
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p->playerstate = PST_LIVE;
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p->panim = PA_IDLE; // standing animation
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p->panim = PA_STILL; // standing animation
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// Check to make sure their color didn't change somehow...
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if (G_GametypeHasTeams())
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106
src/info.c
106
src/info.c
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@ -32,6 +32,8 @@ char sprnames[NUMSPRITES + 1][5] =
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"THOK", // Thok! mobj
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"PLAY",
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"KART",
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"TIRE",
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// Enemies
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"POSS", // Crawla (Blue)
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@ -748,12 +750,23 @@ char sprnames[NUMSPRITES + 1][5] =
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char spr2names[NUMPLAYERSPRITES][5] =
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{
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"STIN", "STIL", "STIR", // Still
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"STGL", "STGR", // Still (glance back)
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"STLL", "STLR", // Still (look back)
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"SLWN", "SLWL", "SLWR", // Slow driving
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"SLGL", "SLGR", // Slow (glance back)
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"SLLL", "SLLR", // Slow (look back)
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"FSTN", "FSTL", "FSTR", // Fast driving
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"FSGL", "FSGR", // Fast (glance back)
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"FSLL", "FSLR", // Fast (look back)
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"DRLN", "DRLO", "DRLI", // Drifting left
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"DRRN", "DRRO", "DRRI", // Drifting right
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"SPIN", // Spinout
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"SQSH", // Squish
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"DEAD", // Dead
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"SIGN", // Finish signpost
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"XTRA", // Three Faces of Darkness
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};
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@ -763,14 +776,26 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
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0, // SPR2_STIN
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SPR2_STIN, // SPR2_STIL
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SPR2_STIN, // SPR2_STIR
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SPR2_STIN, // SPR2_STGL
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SPR2_STIN, // SPR2_STGR
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SPR2_STGL, // SPR2_STLL
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SPR2_STGR, // SPR2_STLR
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0, // SPR2_SLWN
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SPR2_SLWN, // SPR2_SLWL
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SPR2_SLWN, // SPR2_SLWR
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SPR2_SLWN, // SPR2_SLGL
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SPR2_SLWN, // SPR2_SLGR
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SPR2_SLGL, // SPR2_SLLL
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SPR2_SLGR, // SPR2_SLLR
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0, // SPR2_FSTN
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SPR2_FSTN, // SPR2_FSTL
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SPR2_FSTN, // SPR2_FSTR
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SPR2_FSTN, // SPR2_FSGL
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SPR2_FSTN, // SPR2_FSGR
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SPR2_FSGL, // SPR2_FSLL
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SPR2_FSGR, // SPR2_FSLR
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0, // SPR2_DRLN
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SPR2_DRLN, // SPR2_DRLO
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@ -781,9 +806,10 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
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SPR2_DRRN, // SPR2_DRRI
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0, // SPR2_SPIN
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SPR2_SPIN, // SPR2_SQSH
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0, // SPR2_DEAD
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0, // SPR2_SIGN
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0, // SPR2_XTRA
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};
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// Doesn't work with g++, needs actionf_p1 (don't modify this comment)
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@ -814,12 +840,24 @@ state_t states[NUMSTATES] =
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{SPR_PLAY, SPR2_STIN, 1, {NULL}, 0, 0, S_KART_STILL}, // S_KART_STILL
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{SPR_PLAY, SPR2_STIL, 1, {NULL}, 0, 0, S_KART_STILL_L}, // S_KART_STILL_L
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{SPR_PLAY, SPR2_STIR, 1, {NULL}, 0, 0, S_KART_STILL_R}, // S_KART_STILL_R
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{SPR_PLAY, SPR2_STGL, 1, {NULL}, 0, 0, S_KART_STILL_GLANCE_L}, // S_KART_STILL_GLANCE_L
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{SPR_PLAY, SPR2_STGR, 1, {NULL}, 0, 0, S_KART_STILL_GLANCE_R}, // S_KART_STILL_GLANCE_R
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{SPR_PLAY, SPR2_STLL, 1, {NULL}, 0, 0, S_KART_STILL_LOOK_L}, // S_KART_STILL_LOOK_L
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{SPR_PLAY, SPR2_STLR, 1, {NULL}, 0, 0, S_KART_STILL_LOOK_R}, // S_KART_STILL_LOOK_R
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{SPR_PLAY, SPR2_SLWN, 1, {NULL}, 0, 0, S_KART_SLOW}, // S_KART_SLOW
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{SPR_PLAY, SPR2_SLWL, 1, {NULL}, 0, 0, S_KART_SLOW_L}, // S_KART_SLOW_L
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{SPR_PLAY, SPR2_SLWR, 1, {NULL}, 0, 0, S_KART_SLOW_R}, // S_KART_SLOW_R
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{SPR_PLAY, SPR2_SLGL, 1, {NULL}, 0, 0, S_KART_SLOW_GLANCE_L}, // S_KART_SLOW_GLANCE_L
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{SPR_PLAY, SPR2_SLGR, 1, {NULL}, 0, 0, S_KART_SLOW_GLANCE_R}, // S_KART_SLOW_GLANCE_R
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{SPR_PLAY, SPR2_SLLL, 1, {NULL}, 0, 0, S_KART_SLOW_LOOK_L}, // S_KART_SLOW_LOOK_L
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{SPR_PLAY, SPR2_SLLR, 1, {NULL}, 0, 0, S_KART_SLOW_LOOK_R}, // S_KART_SLOW_LOOK_R
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{SPR_PLAY, SPR2_FSTN, 1, {NULL}, 0, 0, S_KART_FAST}, // S_KART_FAST
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{SPR_PLAY, SPR2_FSTL, 1, {NULL}, 0, 0, S_KART_FAST_L}, // S_KART_FAST_L
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{SPR_PLAY, SPR2_FSTR, 1, {NULL}, 0, 0, S_KART_FAST_R}, // S_KART_FAST_R
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{SPR_PLAY, SPR2_FSGL, 1, {NULL}, 0, 0, S_KART_FAST_GLANCE_L}, // S_KART_FAST_GLANCE_L
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{SPR_PLAY, SPR2_FSGR, 1, {NULL}, 0, 0, S_KART_FAST_GLANCE_R}, // S_KART_FAST_GLANCE_R
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{SPR_PLAY, SPR2_FSLL, 1, {NULL}, 0, 0, S_KART_FAST_LOOK_L}, // S_KART_FAST_LOOK_L
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{SPR_PLAY, SPR2_FSLR, 1, {NULL}, 0, 0, S_KART_FAST_LOOK_R}, // S_KART_FAST_LOOK_R
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{SPR_PLAY, SPR2_DRLN, 1, {NULL}, 0, 0, S_KART_DRIFT_L}, // S_KART_DRIFT_L
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{SPR_PLAY, SPR2_DRLO, 1, {NULL}, 0, 0, S_KART_DRIFT_L_OUT}, // S_KART_DRIFT_L_OUT
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{SPR_PLAY, SPR2_DRLI, 1, {NULL}, 0, 0, S_KART_DRIFT_L_IN}, // S_KART_DRIFT_L_IN
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@ -827,11 +865,17 @@ state_t states[NUMSTATES] =
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{SPR_PLAY, SPR2_DRRO, 1, {NULL}, 0, 0, S_KART_DRIFT_R_OUT}, // S_KART_DRIFT_R_OUT
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{SPR_PLAY, SPR2_DRRI, 1, {NULL}, 0, 0, S_KART_DRIFT_R_IN}, // S_KART_DRIFT_R_IN
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{SPR_PLAY, SPR2_SPIN|FF_ANIMATE, 350, {NULL}, 0, 1, S_KART_STILL}, // S_KART_SPINOUT
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{SPR_PLAY, SPR2_SQSH|FF_ANIMATE, 350, {NULL}, 0, 1, S_KART_STILL}, // S_KART_SQUISH
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{SPR_PLAY, SPR2_DEAD, 3, {NULL}, 0, 0, S_KART_DEAD}, // S_KART_DEAD
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{SPR_PLAY, SPR2_SIGN|FF_PAPERSPRITE, 1, {NULL}, 0, 0, S_KART_SIGN}, // S_KART_SIGN
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{SPR_NULL, 0, -1, {NULL}, 0, 0, S_OBJPLACE_DUMMY}, // S_OBJPLACE_DUMMY
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{SPR_KART, 0, -1, {NULL}, 0, 0, S_NULL}, // S_KART_LEFTOVER
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{SPR_KART, 1, -1, {NULL}, 0, 0, S_NULL}, // S_KART_LEFTOVER_NOTIRES
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{SPR_TIRE, 0, -1, {NULL}, 0, 0, S_NULL}, // S_KART_TIRE1
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{SPR_TIRE, 1, -1, {NULL}, 0, 0, S_NULL}, // S_KART_TIRE2
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// Blue Crawla
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{SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND
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{SPR_POSS, 0, 3, {A_Chase}, 0, 0, S_POSS_RUN2}, // S_POSS_RUN1
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@ -5227,7 +5271,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_KART_SPINOUT, // deathstate
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S_KART_DEAD, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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1, // speed
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@ -5241,6 +5285,60 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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(statenum_t)MT_THOK // raisestate
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},
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{ // MT_KART_LEFTOVER
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4095, // doomednum
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S_KART_LEFTOVER, // spawnstate
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2, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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0, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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1, // speed
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16*FRACUNIT, // radius
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48*FRACUNIT, // height
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-1, // display offset
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1000, // mass
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0, // damage
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sfx_None, // activesound
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MF_SOLID|MF_DONTENCOREMAP, // flags
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S_NULL // raisestate
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},
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{ // MT_KART_TIRE
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-1, // doomednum
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S_KART_TIRE1, // spawnstate
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1, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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0, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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1, // speed
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6*FRACUNIT, // radius
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12*FRACUNIT, // height
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-1, // display offset
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1000, // mass
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0, // damage
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sfx_None, // activesound
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MF_DONTENCOREMAP, // flags
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S_NULL // raisestate
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},
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{ // MT_BLUECRAWLA
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100, // doomednum
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S_POSS_STND, // spawnstate
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|
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29
src/info.h
29
src/info.h
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|
@ -303,6 +303,8 @@ typedef enum sprite
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|||
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SPR_THOK, // Thok! mobj
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SPR_PLAY,
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SPR_KART,
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SPR_TIRE,
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// Enemies
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SPR_POSS, // Crawla (Blue)
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@ -1026,12 +1028,15 @@ typedef enum sprite
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typedef enum playersprite
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{
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SPR2_STIN = 0, SPR2_STIL, SPR2_STIR,
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SPR2_STGL, SPR2_STGR, SPR2_STLL, SPR2_STLR,
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SPR2_SLWN, SPR2_SLWL, SPR2_SLWR,
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SPR2_SLGL, SPR2_SLGR, SPR2_SLLL, SPR2_SLLR,
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SPR2_FSTN, SPR2_FSTL, SPR2_FSTR,
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SPR2_FSGL, SPR2_FSGR, SPR2_FSLL, SPR2_FSLR,
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SPR2_DRLN, SPR2_DRLO, SPR2_DRLI,
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SPR2_DRRN, SPR2_DRRO, SPR2_DRRI,
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SPR2_SPIN,
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SPR2_SQSH,
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SPR2_DEAD,
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SPR2_SIGN,
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SPR2_XTRA,
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SPR2_FIRSTFREESLOT,
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|
|
@ -1059,12 +1064,24 @@ typedef enum state
|
|||
S_KART_STILL,
|
||||
S_KART_STILL_L,
|
||||
S_KART_STILL_R,
|
||||
S_KART_STILL_GLANCE_L,
|
||||
S_KART_STILL_GLANCE_R,
|
||||
S_KART_STILL_LOOK_L,
|
||||
S_KART_STILL_LOOK_R,
|
||||
S_KART_SLOW,
|
||||
S_KART_SLOW_L,
|
||||
S_KART_SLOW_R,
|
||||
S_KART_SLOW_GLANCE_L,
|
||||
S_KART_SLOW_GLANCE_R,
|
||||
S_KART_SLOW_LOOK_L,
|
||||
S_KART_SLOW_LOOK_R,
|
||||
S_KART_FAST,
|
||||
S_KART_FAST_L,
|
||||
S_KART_FAST_R,
|
||||
S_KART_FAST_GLANCE_L,
|
||||
S_KART_FAST_GLANCE_R,
|
||||
S_KART_FAST_LOOK_L,
|
||||
S_KART_FAST_LOOK_R,
|
||||
S_KART_DRIFT_L,
|
||||
S_KART_DRIFT_L_OUT,
|
||||
S_KART_DRIFT_L_IN,
|
||||
|
|
@ -1072,12 +1089,18 @@ typedef enum state
|
|||
S_KART_DRIFT_R_OUT,
|
||||
S_KART_DRIFT_R_IN,
|
||||
S_KART_SPINOUT,
|
||||
S_KART_SQUISH,
|
||||
S_KART_DEAD,
|
||||
S_KART_SIGN,
|
||||
|
||||
// technically the player goes here but it's an infinite tic state
|
||||
S_OBJPLACE_DUMMY,
|
||||
|
||||
S_KART_LEFTOVER,
|
||||
S_KART_LEFTOVER_NOTIRES,
|
||||
|
||||
S_KART_TIRE1,
|
||||
S_KART_TIRE2,
|
||||
|
||||
// Blue Crawla
|
||||
S_POSS_STND,
|
||||
S_POSS_RUN1,
|
||||
|
|
@ -5315,6 +5338,8 @@ typedef enum mobj_type
|
|||
|
||||
MT_THOK, // Thok! mobj
|
||||
MT_PLAYER,
|
||||
MT_KART_LEFTOVER,
|
||||
MT_KART_TIRE,
|
||||
|
||||
// Enemies
|
||||
MT_BLUECRAWLA, // Crawla (Blue)
|
||||
|
|
|
|||
|
|
@ -2425,6 +2425,7 @@ static void K_drawKartPlayerCheck(void)
|
|||
UINT8 cnum = 0;
|
||||
UINT8 i;
|
||||
INT32 splitflags = V_SNAPTOBOTTOM|V_SPLITSCREEN;
|
||||
fixed_t y = CHEK_Y * FRACUNIT;
|
||||
|
||||
if (stplyr == NULL || stplyr->mo == NULL || P_MobjWasRemoved(stplyr->mo))
|
||||
{
|
||||
|
|
@ -2443,6 +2444,8 @@ static void K_drawKartPlayerCheck(void)
|
|||
|
||||
if (r_splitscreen)
|
||||
{
|
||||
y /= 2;
|
||||
|
||||
for (i = 1; i <= r_splitscreen; i++)
|
||||
{
|
||||
if (stplyr == &players[displayplayers[i]])
|
||||
|
|
@ -2515,7 +2518,7 @@ static void K_drawKartPlayerCheck(void)
|
|||
K_ObjectTracking(&x, NULL, &c, thiscam->angle + ANGLE_180, 0, &v, cnum);
|
||||
|
||||
colormap = R_GetTranslationColormap(TC_DEFAULT, checkplayer->mo->color, GTC_CACHE);
|
||||
V_DrawFixedPatch(x, CHEK_Y * FRACUNIT, FRACUNIT, V_HUDTRANS|V_SPLITSCREEN|splitflags, kp_check[pnum], colormap);
|
||||
V_DrawFixedPatch(x, y, FRACUNIT, V_HUDTRANS|V_SPLITSCREEN|splitflags, kp_check[pnum], colormap);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
285
src/k_kart.c
285
src/k_kart.c
|
|
@ -1010,6 +1010,14 @@ fixed_t K_GetMobjWeight(mobj_t *mobj, mobj_t *against)
|
|||
break;
|
||||
weight = K_PlayerWeight(mobj, against);
|
||||
break;
|
||||
case MT_KART_LEFTOVER:
|
||||
weight = 5*FRACUNIT/2;
|
||||
|
||||
if (mobj->extravalue1 > 0)
|
||||
{
|
||||
weight = mobj->extravalue1 * (FRACUNIT >> 1);
|
||||
}
|
||||
break;
|
||||
case MT_BUBBLESHIELD:
|
||||
weight = K_PlayerWeight(mobj->target, against);
|
||||
break;
|
||||
|
|
@ -1726,6 +1734,102 @@ void K_SpawnDriftBoostClipSpark(mobj_t *clip)
|
|||
spark->momy = clip->momx/2;
|
||||
}
|
||||
|
||||
static SINT8 K_GlanceAtPlayers(player_t *glancePlayer)
|
||||
{
|
||||
const fixed_t maxdistance = FixedMul(1280 * mapobjectscale, K_GetKartGameSpeedScalar(gamespeed));
|
||||
const angle_t blindSpotSize = ANG10; // ANG5
|
||||
UINT8 i;
|
||||
SINT8 glanceDir = 0;
|
||||
SINT8 lastValidGlance = 0;
|
||||
|
||||
// See if there's any players coming up behind us.
|
||||
// If so, your character will glance at 'em.
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
player_t *p;
|
||||
angle_t back;
|
||||
angle_t diff;
|
||||
fixed_t distance;
|
||||
SINT8 dir = -1;
|
||||
|
||||
if (!playeringame[i])
|
||||
{
|
||||
// Invalid player
|
||||
continue;
|
||||
}
|
||||
|
||||
p = &players[i];
|
||||
|
||||
if (p == glancePlayer)
|
||||
{
|
||||
// FOOL! Don't glance at yerself!
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!p->mo || P_MobjWasRemoved(p->mo))
|
||||
{
|
||||
// Invalid mobj
|
||||
continue;
|
||||
}
|
||||
|
||||
if (p->spectator || p->kartstuff[k_hyudorotimer] > 0)
|
||||
{
|
||||
// Not playing / invisible
|
||||
continue;
|
||||
}
|
||||
|
||||
distance = R_PointToDist2(glancePlayer->mo->x, glancePlayer->mo->y, p->mo->x, p->mo->y);
|
||||
|
||||
if (distance > maxdistance)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
back = glancePlayer->mo->angle + ANGLE_180;
|
||||
diff = R_PointToAngle2(glancePlayer->mo->x, glancePlayer->mo->y, p->mo->x, p->mo->y) - back;
|
||||
|
||||
if (diff > ANGLE_180)
|
||||
{
|
||||
diff = InvAngle(diff);
|
||||
dir = -dir;
|
||||
}
|
||||
|
||||
if (diff > ANGLE_90)
|
||||
{
|
||||
// Not behind the player
|
||||
continue;
|
||||
}
|
||||
|
||||
if (diff < blindSpotSize)
|
||||
{
|
||||
// Small blindspot directly behind your back, gives the impression of smoothly turning.
|
||||
continue;
|
||||
}
|
||||
|
||||
if (P_CheckSight(glancePlayer->mo, p->mo) == true)
|
||||
{
|
||||
// Not blocked by a wall, we can glance at 'em!
|
||||
// Adds, so that if there's more targets on one of your sides, it'll glance on that side.
|
||||
glanceDir += dir;
|
||||
|
||||
// That poses a limitation if there's an equal number of targets on both sides...
|
||||
// In that case, we'll pick the last chosen glance direction.
|
||||
lastValidGlance = dir;
|
||||
}
|
||||
}
|
||||
|
||||
if (glanceDir > 0)
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
else if (glanceDir < 0)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
return lastValidGlance;
|
||||
}
|
||||
|
||||
/** \brief Handles the state changing for moving players, moved here to eliminate duplicate code
|
||||
|
||||
\param player player data
|
||||
|
|
@ -1735,7 +1839,6 @@ void K_SpawnDriftBoostClipSpark(mobj_t *clip)
|
|||
void K_KartMoveAnimation(player_t *player)
|
||||
{
|
||||
const INT16 minturn = KART_FULLTURN/8;
|
||||
SINT8 turndir = 0;
|
||||
|
||||
const fixed_t fastspeed = (K_GetKartSpeed(player, false) * 17) / 20; // 85%
|
||||
const fixed_t speedthreshold = player->mo->scale / 8;
|
||||
|
|
@ -1743,7 +1846,12 @@ void K_KartMoveAnimation(player_t *player)
|
|||
const boolean onground = P_IsObjectOnGround(player->mo);
|
||||
|
||||
ticcmd_t *cmd = &player->cmd;
|
||||
const boolean spinningwheels = ((cmd->buttons & BT_ACCELERATE) || (onground && player->speed > 0));
|
||||
const boolean spinningwheels = (((cmd->buttons & BT_ACCELERATE) == BT_ACCELERATE) || (onground && player->speed > 0));
|
||||
const boolean lookback = ((cmd->buttons & BT_LOOKBACK) == BT_LOOKBACK);
|
||||
|
||||
SINT8 turndir = 0;
|
||||
SINT8 destGlanceDir = 0;
|
||||
SINT8 drift = player->kartstuff[k_drift];
|
||||
|
||||
if (cmd->turning < -minturn)
|
||||
{
|
||||
|
|
@ -1754,20 +1862,89 @@ void K_KartMoveAnimation(player_t *player)
|
|||
turndir = 1;
|
||||
}
|
||||
|
||||
if (lookback == true && drift == 0)
|
||||
{
|
||||
// Prioritize looking back frames over turning
|
||||
turndir = 0;
|
||||
}
|
||||
|
||||
if (turndir == 0 && drift == 0)
|
||||
{
|
||||
// Only try glancing if you're driving straight.
|
||||
// This avoids all-players loops when we don't need it.
|
||||
destGlanceDir = K_GlanceAtPlayers(player);
|
||||
|
||||
if (lookback == true)
|
||||
{
|
||||
if (destGlanceDir == 0)
|
||||
{
|
||||
if (player->glanceDir != 0)
|
||||
{
|
||||
// Keep to the side you were already on.
|
||||
if (player->glanceDir < 0)
|
||||
{
|
||||
destGlanceDir = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
destGlanceDir = 1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Look to your right by default
|
||||
destGlanceDir = -1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Looking back AND glancing? Amplify the look!
|
||||
destGlanceDir *= 2;
|
||||
}
|
||||
}
|
||||
else if (K_GetForwardMove(player) < 0 && destGlanceDir == 0)
|
||||
{
|
||||
// Reversing -- like looking back, but doesn't stack on the other glances.
|
||||
if (player->glanceDir != 0)
|
||||
{
|
||||
// Keep to the side you were already on.
|
||||
if (player->glanceDir < 0)
|
||||
{
|
||||
destGlanceDir = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
destGlanceDir = 1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Look to your right by default
|
||||
destGlanceDir = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Not glancing
|
||||
destGlanceDir = 0;
|
||||
player->glanceDir = 0;
|
||||
}
|
||||
|
||||
#define SetState(sn) \
|
||||
if (player->mo->state != &states[sn]) \
|
||||
P_SetPlayerMobjState(player->mo, sn)
|
||||
|
||||
if (!onground)
|
||||
if (onground == false)
|
||||
{
|
||||
// Only use certain frames in the air, to make it look like your tires are spinning fruitlessly!
|
||||
|
||||
if (player->kartstuff[k_drift] > 0)
|
||||
if (drift > 0)
|
||||
{
|
||||
// Neutral drift
|
||||
SetState(S_KART_DRIFT_L);
|
||||
}
|
||||
else if (player->kartstuff[k_drift] > 0)
|
||||
else if (drift < 0)
|
||||
{
|
||||
// Neutral drift
|
||||
SetState(S_KART_DRIFT_R);
|
||||
|
|
@ -1782,22 +1959,41 @@ void K_KartMoveAnimation(player_t *player)
|
|||
{
|
||||
SetState(S_KART_FAST_L);
|
||||
}
|
||||
else if (turndir == 0)
|
||||
else
|
||||
{
|
||||
SetState(S_KART_FAST);
|
||||
switch (player->glanceDir)
|
||||
{
|
||||
case -2:
|
||||
SetState(S_KART_FAST_LOOK_R);
|
||||
break;
|
||||
case 2:
|
||||
SetState(S_KART_FAST_LOOK_L);
|
||||
break;
|
||||
case -1:
|
||||
SetState(S_KART_FAST_GLANCE_R);
|
||||
break;
|
||||
case 1:
|
||||
SetState(S_KART_FAST_GLANCE_L);
|
||||
break;
|
||||
default:
|
||||
SetState(S_KART_FAST);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!spinningwheels)
|
||||
{
|
||||
// TODO: These should prooobably be different SPR2s
|
||||
// Just a quick hack to prevent needing to do that :V
|
||||
// TODO: The "tires still in the air" states should have it's own SPR2s.
|
||||
// This was a quick hack to get the same functionality with less work,
|
||||
// but it's really dunderheaded & isn't customizable at all.
|
||||
player->mo->frame = (player->mo->frame & ~FF_FRAMEMASK);
|
||||
player->mo->tics++; // Makes it properly use frame 0
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (player->kartstuff[k_drift] > 0)
|
||||
if (drift > 0)
|
||||
{
|
||||
// Drifting LEFT!
|
||||
|
||||
|
|
@ -1817,7 +2013,7 @@ void K_KartMoveAnimation(player_t *player)
|
|||
SetState(S_KART_DRIFT_L);
|
||||
}
|
||||
}
|
||||
else if (player->kartstuff[k_drift] < 0)
|
||||
else if (drift < 0)
|
||||
{
|
||||
// Drifting RIGHT!
|
||||
|
||||
|
|
@ -1853,7 +2049,24 @@ void K_KartMoveAnimation(player_t *player)
|
|||
}
|
||||
else
|
||||
{
|
||||
SetState(S_KART_FAST);
|
||||
switch (player->glanceDir)
|
||||
{
|
||||
case -2:
|
||||
SetState(S_KART_FAST_LOOK_R);
|
||||
break;
|
||||
case 2:
|
||||
SetState(S_KART_FAST_LOOK_L);
|
||||
break;
|
||||
case -1:
|
||||
SetState(S_KART_FAST_GLANCE_R);
|
||||
break;
|
||||
case 1:
|
||||
SetState(S_KART_FAST_GLANCE_L);
|
||||
break;
|
||||
default:
|
||||
SetState(S_KART_FAST);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
@ -1872,7 +2085,24 @@ void K_KartMoveAnimation(player_t *player)
|
|||
}
|
||||
else
|
||||
{
|
||||
SetState(S_KART_SLOW);
|
||||
switch (player->glanceDir)
|
||||
{
|
||||
case -2:
|
||||
SetState(S_KART_SLOW_LOOK_R);
|
||||
break;
|
||||
case 2:
|
||||
SetState(S_KART_SLOW_LOOK_L);
|
||||
break;
|
||||
case -1:
|
||||
SetState(S_KART_SLOW_GLANCE_R);
|
||||
break;
|
||||
case 1:
|
||||
SetState(S_KART_SLOW_GLANCE_L);
|
||||
break;
|
||||
default:
|
||||
SetState(S_KART_SLOW);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
@ -1889,7 +2119,24 @@ void K_KartMoveAnimation(player_t *player)
|
|||
}
|
||||
else
|
||||
{
|
||||
SetState(S_KART_STILL);
|
||||
switch (player->glanceDir)
|
||||
{
|
||||
case -2:
|
||||
SetState(S_KART_STILL_LOOK_R);
|
||||
break;
|
||||
case 2:
|
||||
SetState(S_KART_STILL_LOOK_L);
|
||||
break;
|
||||
case -1:
|
||||
SetState(S_KART_STILL_GLANCE_R);
|
||||
break;
|
||||
case 1:
|
||||
SetState(S_KART_STILL_GLANCE_L);
|
||||
break;
|
||||
default:
|
||||
SetState(S_KART_STILL);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1898,6 +2145,16 @@ void K_KartMoveAnimation(player_t *player)
|
|||
|
||||
#undef SetState
|
||||
|
||||
// Update your glance value to smooth it out.
|
||||
if (player->glanceDir > destGlanceDir)
|
||||
{
|
||||
player->glanceDir--;
|
||||
}
|
||||
else if (player->glanceDir < destGlanceDir)
|
||||
{
|
||||
player->glanceDir++;
|
||||
}
|
||||
|
||||
// Update lastspeed value -- we use to display slow driving frames instead of fast driving when slowing down.
|
||||
player->lastspeed = player->speed;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -122,9 +122,9 @@ void K_DoIngameRespawn(player_t *player)
|
|||
// If player was tumbling, set variables so that they don't tumble like crazy after they're done respawning
|
||||
if (player->tumbleBounces > 0)
|
||||
{
|
||||
player->tumbleBounces = TUMBLEBOUNCES-1; // Max # of bounces-1 (so you still tumble once)
|
||||
player->tumbleBounces = TUMBLEBOUNCES-1; // Max # of bounces-1 (so you still tumble once)
|
||||
player->tumbleLastBounce = false; // Still force them to bounce at least once for the funny
|
||||
players->tumbleHeight = 20; // force tumble height
|
||||
players->tumbleHeight = 20; // force tumble height
|
||||
}
|
||||
|
||||
P_ResetPlayer(player);
|
||||
|
|
|
|||
|
|
@ -226,6 +226,8 @@ static int player_get(lua_State *L)
|
|||
lua_pushboolean(L, plr->tumbleLastBounce);
|
||||
else if (fastcmp(field,"tumbleSound"))
|
||||
lua_pushboolean(L, plr->tumbleSound);
|
||||
else if (fastcmp(field,"glanceDir"))
|
||||
lua_pushinteger(L, plr->glanceDir);
|
||||
else if (fastcmp(field,"trickpanel"))
|
||||
lua_pushinteger(L, plr->trickpanel);
|
||||
else if (fastcmp(field,"trickdelay"))
|
||||
|
|
@ -535,6 +537,8 @@ static int player_set(lua_State *L)
|
|||
plr->tumbleLastBounce = luaL_checkboolean(L, 3);
|
||||
else if (fastcmp(field,"tumbleSound"))
|
||||
plr->tumbleSound = luaL_checkboolean(L, 3);
|
||||
else if (fastcmp(field,"glanceDir"))
|
||||
plr->glanceDir = (SINT8)luaL_checkinteger(L, 3);
|
||||
else if (fastcmp(field,"trickpanel"))
|
||||
plr->trickpanel = luaL_checkinteger(L, 3);
|
||||
else if (fastcmp(field,"trickdelay"))
|
||||
|
|
|
|||
|
|
@ -1371,13 +1371,47 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
|
|||
|
||||
case MT_PLAYER:
|
||||
{
|
||||
angle_t flingAngle;
|
||||
mobj_t *kart;
|
||||
|
||||
target->fuse = TICRATE*3; // timer before mobj disappears from view (even if not an actual player)
|
||||
target->momx = target->momy = target->momz = 0;
|
||||
|
||||
if (target->player && target->player->pflags & PF_GAMETYPEOVER)
|
||||
break;
|
||||
kart = P_SpawnMobjFromMobj(target, 0, 0, 0, MT_KART_LEFTOVER);
|
||||
|
||||
if (kart && !P_MobjWasRemoved(kart))
|
||||
{
|
||||
kart->angle = target->angle;
|
||||
kart->color = target->color;
|
||||
kart->hitlag = target->hitlag;
|
||||
P_SetObjectMomZ(kart, 6*FRACUNIT, false);
|
||||
kart->extravalue1 = target->player->kartweight;
|
||||
}
|
||||
|
||||
if (source && !P_MobjWasRemoved(source))
|
||||
{
|
||||
flingAngle = R_PointToAngle2(
|
||||
source->x - source->momx, source->y - source->momy,
|
||||
target->x, target->y
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
flingAngle = target->angle + ANGLE_180;
|
||||
|
||||
if (P_RandomByte() & 1)
|
||||
{
|
||||
flingAngle -= ANGLE_45;
|
||||
}
|
||||
else
|
||||
{
|
||||
flingAngle += ANGLE_45;
|
||||
}
|
||||
}
|
||||
|
||||
P_InstaThrust(target, flingAngle, 14 * target->scale);
|
||||
P_SetObjectMomZ(target, 14*FRACUNIT, false);
|
||||
|
||||
P_PlayDeathSound(target);
|
||||
}
|
||||
break;
|
||||
|
|
|
|||
15
src/p_map.c
15
src/p_map.c
|
|
@ -1399,6 +1399,21 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
|
||||
return false;
|
||||
}
|
||||
else if (thing->type == MT_KART_LEFTOVER)
|
||||
{
|
||||
// see if it went over / under
|
||||
if (tmthing->z > thing->z + thing->height)
|
||||
return true; // overhead
|
||||
if (tmthing->z + tmthing->height < thing->z)
|
||||
return true; // underneath
|
||||
|
||||
if (P_IsObjectOnGround(thing) && tmthing->momz < 0)
|
||||
K_KartBouncing(tmthing, thing, true, false);
|
||||
else
|
||||
K_KartBouncing(tmthing, thing, false, false);
|
||||
|
||||
return false;
|
||||
}
|
||||
else if (thing->flags & MF_SOLID)
|
||||
{
|
||||
// see if it went over / under
|
||||
|
|
|
|||
117
src/p_mobj.c
117
src/p_mobj.c
|
|
@ -221,17 +221,29 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
|
|||
case S_KART_STILL:
|
||||
case S_KART_STILL_L:
|
||||
case S_KART_STILL_R:
|
||||
player->panim = PA_IDLE;
|
||||
case S_KART_STILL_GLANCE_L:
|
||||
case S_KART_STILL_GLANCE_R:
|
||||
case S_KART_STILL_LOOK_L:
|
||||
case S_KART_STILL_LOOK_R:
|
||||
player->panim = PA_STILL;
|
||||
break;
|
||||
case S_KART_SLOW:
|
||||
case S_KART_SLOW_L:
|
||||
case S_KART_SLOW_R:
|
||||
player->panim = PA_WALK;
|
||||
case S_KART_SLOW_GLANCE_L:
|
||||
case S_KART_SLOW_GLANCE_R:
|
||||
case S_KART_SLOW_LOOK_L:
|
||||
case S_KART_SLOW_LOOK_R:
|
||||
player->panim = PA_SLOW;
|
||||
break;
|
||||
case S_KART_FAST:
|
||||
case S_KART_FAST_L:
|
||||
case S_KART_FAST_R:
|
||||
player->panim = PA_RUN;
|
||||
case S_KART_FAST_GLANCE_L:
|
||||
case S_KART_FAST_GLANCE_R:
|
||||
case S_KART_FAST_LOOK_L:
|
||||
case S_KART_FAST_LOOK_R:
|
||||
player->panim = PA_FAST;
|
||||
break;
|
||||
case S_KART_DRIFT_L:
|
||||
case S_KART_DRIFT_L_OUT:
|
||||
|
|
@ -239,11 +251,11 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
|
|||
case S_KART_DRIFT_R:
|
||||
case S_KART_DRIFT_R_OUT:
|
||||
case S_KART_DRIFT_R_IN:
|
||||
player->panim = PA_DASH;
|
||||
player->panim = PA_DRIFT;
|
||||
break;
|
||||
case S_KART_SPINOUT:
|
||||
case S_KART_SQUISH:
|
||||
player->panim = PA_PAIN;
|
||||
case S_KART_DEAD:
|
||||
player->panim = PA_HURT;
|
||||
break;
|
||||
default:
|
||||
player->panim = PA_ETC;
|
||||
|
|
@ -1300,7 +1312,7 @@ static void P_XYFriction(mobj_t *mo, fixed_t oldx, fixed_t oldy)
|
|||
&& !(player->mo->standingslope && (!(player->mo->standingslope->flags & SL_NOPHYSICS)) /*&& (abs(player->mo->standingslope->zdelta) >= FRACUNIT/2)*/))
|
||||
{
|
||||
// if in a walking frame, stop moving
|
||||
if (player->panim == PA_WALK)
|
||||
if (player->panim == PA_SLOW)
|
||||
{
|
||||
P_SetPlayerMobjState(mo, S_KART_STILL);
|
||||
}
|
||||
|
|
@ -2334,6 +2346,68 @@ boolean P_ZMovement(mobj_t *mo)
|
|||
|
||||
if (mo->flags2 & MF2_SKULLFLY) // the skull slammed into something
|
||||
mom.z = -mom.z;
|
||||
else if (mo->type == MT_KART_LEFTOVER)
|
||||
{
|
||||
if (mo->health > 1)
|
||||
{
|
||||
const fixed_t tireOffset = 32;
|
||||
const angle_t aOffset = ANGLE_22h;
|
||||
|
||||
UINT8 i;
|
||||
angle_t tireAngle;
|
||||
mobj_t *tire;
|
||||
|
||||
// Spawn tires!
|
||||
mo->health = 1;
|
||||
P_SetMobjState(mo, S_KART_LEFTOVER_NOTIRES);
|
||||
|
||||
// Front tires
|
||||
tireAngle = mo->angle - aOffset;
|
||||
for (i = 0; i < 2; i++)
|
||||
{
|
||||
tire = P_SpawnMobjFromMobj(
|
||||
mo,
|
||||
tireOffset * FINECOSINE(tireAngle >> ANGLETOFINESHIFT),
|
||||
tireOffset * FINESINE(tireAngle >> ANGLETOFINESHIFT),
|
||||
0,
|
||||
MT_KART_TIRE
|
||||
);
|
||||
|
||||
tire->angle = mo->angle;
|
||||
tire->fuse = 3*TICRATE;
|
||||
P_InstaThrust(tire, tireAngle, 4 * mo->scale);
|
||||
P_SetObjectMomZ(tire, 4*FRACUNIT, false);
|
||||
|
||||
tireAngle += (aOffset * 2);
|
||||
}
|
||||
|
||||
// Back tires
|
||||
tireAngle = (mo->angle + ANGLE_180) - aOffset;
|
||||
for (i = 0; i < 2; i++)
|
||||
{
|
||||
tire = P_SpawnMobjFromMobj(
|
||||
mo,
|
||||
tireOffset * FINECOSINE(tireAngle >> ANGLETOFINESHIFT),
|
||||
tireOffset * FINESINE(tireAngle >> ANGLETOFINESHIFT),
|
||||
0,
|
||||
MT_KART_TIRE
|
||||
);
|
||||
|
||||
tire->angle = mo->angle;
|
||||
tire->fuse = 3*TICRATE;
|
||||
P_InstaThrust(tire, tireAngle, 4 * mo->scale);
|
||||
P_SetObjectMomZ(tire, 4*FRACUNIT, false);
|
||||
|
||||
P_SetMobjState(tire, S_KART_TIRE2);
|
||||
|
||||
tireAngle += (aOffset * 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (mo->type == MT_KART_TIRE)
|
||||
{
|
||||
mom.z = -mom.z;
|
||||
}
|
||||
else if (mo->type == MT_BIGTUMBLEWEED
|
||||
|| mo->type == MT_LITTLETUMBLEWEED
|
||||
|| mo->type == MT_CANNONBALLDECOR
|
||||
|
|
@ -2633,7 +2707,7 @@ void P_PlayerZMovement(mobj_t *mo)
|
|||
mo->z = mo->floorz;
|
||||
|
||||
// Get up if you fell.
|
||||
if (mo->player->panim == PA_PAIN && mo->player->kartstuff[k_spinouttimer] == 0 && mo->player->tumbleBounces == 0)
|
||||
if (mo->player->panim == PA_HURT && mo->player->kartstuff[k_spinouttimer] == 0 && mo->player->tumbleBounces == 0)
|
||||
P_SetPlayerMobjState(mo, S_KART_STILL);
|
||||
|
||||
if (!mo->standingslope && (mo->eflags & MFE_VERTICALFLIP ? tmceilingslope : tmfloorslope)) {
|
||||
|
|
@ -5867,8 +5941,11 @@ static boolean P_MobjDeadThink(mobj_t *mobj)
|
|||
{ // Go away.
|
||||
/// \todo Actually go ahead and remove mobj completely, and fix any bugs and crashes doing this creates. Chasecam should stop moving, and F12 should never return to it.
|
||||
mobj->momz = 0;
|
||||
|
||||
if (mobj->player)
|
||||
{
|
||||
mobj->drawflags |= MFD_DONTDRAW;
|
||||
}
|
||||
else // safe to remove, nobody's going to complain!
|
||||
{
|
||||
P_RemoveMobj(mobj);
|
||||
|
|
@ -5877,16 +5954,6 @@ static boolean P_MobjDeadThink(mobj_t *mobj)
|
|||
}
|
||||
else // Apply gravity to fall downwards.
|
||||
{
|
||||
if (mobj->player && !(mobj->fuse % 8) && (mobj->player->charflags & SF_MACHINE))
|
||||
{
|
||||
fixed_t r = mobj->radius >> FRACBITS;
|
||||
mobj_t *explosion = P_SpawnMobj(
|
||||
mobj->x + (P_RandomRange(r, -r) << FRACBITS),
|
||||
mobj->y + (P_RandomRange(r, -r) << FRACBITS),
|
||||
mobj->z + (P_RandomKey(mobj->height >> FRACBITS) << FRACBITS),
|
||||
MT_SONIC3KBOSSEXPLODE);
|
||||
S_StartSound(explosion, sfx_s3kb4);
|
||||
}
|
||||
P_SetObjectMomZ(mobj, -2*FRACUNIT/3, true);
|
||||
}
|
||||
break;
|
||||
|
|
@ -9079,6 +9146,7 @@ static void P_DefaultMobjShadowScale(mobj_t *thing)
|
|||
switch (thing->type)
|
||||
{
|
||||
case MT_PLAYER:
|
||||
case MT_KART_LEFTOVER:
|
||||
case MT_SMALLMACE:
|
||||
case MT_BIGMACE:
|
||||
case MT_PUMA:
|
||||
|
|
@ -9371,6 +9439,19 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
|
|||
mobj->color = (P_RandomChance(FRACUNIT/2) ? SKINCOLOR_RED : SKINCOLOR_AQUAMARINE);
|
||||
break;
|
||||
case MT_BALLOON:
|
||||
{
|
||||
static const UINT8 BALLOONCOLORS[] = {
|
||||
// Carnival Night balloon colors
|
||||
SKINCOLOR_KETCHUP,
|
||||
SKINCOLOR_SAPPHIRE,
|
||||
SKINCOLOR_TANGERINE,
|
||||
SKINCOLOR_JET
|
||||
};
|
||||
|
||||
mobj->color = BALLOONCOLORS[P_RandomKey(sizeof(BALLOONCOLORS))];
|
||||
}
|
||||
break;
|
||||
case MT_KART_LEFTOVER:
|
||||
mobj->color = SKINCOLOR_RED;
|
||||
break;
|
||||
case MT_EGGROBO1:
|
||||
|
|
|
|||
|
|
@ -271,6 +271,8 @@ static void P_NetArchivePlayers(void)
|
|||
WRITEUINT8(save_p, players[i].tumbleLastBounce);
|
||||
WRITEUINT8(save_p, players[i].tumbleSound);
|
||||
|
||||
WRITESINT8(save_p, players[i].glanceDir);
|
||||
|
||||
// respawnvars_t
|
||||
WRITEUINT8(save_p, players[i].respawn.state);
|
||||
WRITEUINT32(save_p, K_GetWaypointHeapIndex(players[i].respawn.wp));
|
||||
|
|
@ -471,6 +473,8 @@ static void P_NetUnArchivePlayers(void)
|
|||
players[i].tumbleLastBounce = (boolean)READUINT8(save_p);
|
||||
players[i].tumbleSound = (boolean)READUINT8(save_p);
|
||||
|
||||
players[i].glanceDir = READSINT8(save_p);
|
||||
|
||||
// respawnvars_t
|
||||
players[i].respawn.state = READUINT8(save_p);
|
||||
players[i].respawn.wp = (waypoint_t *)(size_t)READUINT32(save_p);
|
||||
|
|
|
|||
|
|
@ -3075,7 +3075,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
|
|||
|
||||
mo = player->mo;
|
||||
|
||||
if (mo->hitlag > 0)
|
||||
if (mo->hitlag > 0 || player->playerstate == PST_DEAD)
|
||||
{
|
||||
// Do not move the camera while in hitlag!
|
||||
// The camera zooming out after you got hit makes it hard to focus on the vibration.
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue