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Merge branch 'shield-overlay-no-splitscreen' into 'master'
S3K Shields: remove splitscreen-dependent mobj position behaviour See merge request KartKrew/Kart!1058
This commit is contained in:
commit
cb0b4df186
1 changed files with 7 additions and 75 deletions
82
src/p_mobj.c
82
src/p_mobj.c
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@ -8085,7 +8085,6 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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}
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case MT_LIGHTNINGSHIELD:
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{
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fixed_t destx, desty;
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if (!mobj->target || !mobj->target->health || !mobj->target->player
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|| mobj->target->player->curshield != KSHIELD_LIGHTNING)
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{
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@ -8094,36 +8093,11 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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}
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P_SetScale(mobj, (mobj->destscale = (5*mobj->target->scale)>>2));
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if (!r_splitscreen /*&& rendermode != render_soft*/)
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{
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angle_t viewingangle;
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statenum_t curstate = ((mobj->tics == 1) ? (mobj->state->nextstate) : ((statenum_t)(mobj->state-states)));
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if (players[displayplayers[0]].awayview.tics)
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viewingangle = R_PointToAngle2(mobj->target->x, mobj->target->y, players[displayplayers[0]].awayview.mobj->x, players[displayplayers[0]].awayview.mobj->y);
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else if (!camera[0].chase && players[displayplayers[0]].mo)
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viewingangle = R_PointToAngle2(mobj->target->x, mobj->target->y, players[displayplayers[0]].mo->x, players[displayplayers[0]].mo->y);
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else
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viewingangle = R_PointToAngle2(mobj->target->x, mobj->target->y, camera[0].x, camera[0].y);
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if (curstate > S_LIGHTNINGSHIELD15 && curstate <= S_LIGHTNINGSHIELD24)
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viewingangle += ANGLE_180;
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destx = mobj->target->x + P_ReturnThrustX(mobj->target, viewingangle, mobj->scale>>4);
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desty = mobj->target->y + P_ReturnThrustY(mobj->target, viewingangle, mobj->scale>>4);
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}
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else
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{
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destx = mobj->target->x;
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desty = mobj->target->y;
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}
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P_MoveOrigin(mobj, destx, desty, mobj->target->z);
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P_MoveOrigin(mobj, mobj->target->x, mobj->target->y, mobj->target->z);
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break;
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}
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case MT_BUBBLESHIELD:
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{
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fixed_t destx, desty;
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fixed_t scale;
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statenum_t curstate;
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@ -8226,34 +8200,13 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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mobj->extravalue2 = mobj->target->player->bubbleblowup;
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P_SetScale(mobj, (mobj->destscale = scale));
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if (!splitscreen /*&& rendermode != render_soft*/)
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{
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angle_t viewingangle;
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if (players[displayplayers[0]].awayview.tics)
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viewingangle = R_PointToAngle2(mobj->target->x, mobj->target->y, players[displayplayers[0]].awayview.mobj->x, players[displayplayers[0]].awayview.mobj->y);
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else if (!camera[0].chase && players[displayplayers[0]].mo)
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viewingangle = R_PointToAngle2(mobj->target->x, mobj->target->y, players[displayplayers[0]].mo->x, players[displayplayers[0]].mo->y);
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else
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viewingangle = R_PointToAngle2(mobj->target->x, mobj->target->y, camera[0].x, camera[0].y);
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destx = mobj->target->x + P_ReturnThrustX(mobj->target, viewingangle, mobj->scale>>4);
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desty = mobj->target->y + P_ReturnThrustY(mobj->target, viewingangle, mobj->scale>>4);
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}
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else
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{
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destx = mobj->target->x;
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desty = mobj->target->y;
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}
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mobj->flags &= ~(MF_NOCLIPTHING);
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P_MoveOrigin(mobj, destx, desty, mobj->target->z);
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P_MoveOrigin(mobj, mobj->target->x, mobj->target->y, mobj->target->z);
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mobj->flags |= MF_NOCLIPTHING;
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break;
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}
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case MT_FLAMESHIELD:
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{
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fixed_t destx, desty;
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statenum_t curstate;
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statenum_t underlayst = S_NULL;
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INT32 flamemax = 0;
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@ -8273,6 +8226,8 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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if (mobj->target->player->flamedash)
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{
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mobj->dispoffset = 1;
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if (!(curstate >= S_FLAMESHIELDDASH1 && curstate <= S_FLAMESHIELDDASH12))
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P_SetMobjState(mobj, S_FLAMESHIELDDASH1);
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@ -8314,6 +8269,7 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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{
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if (curstate >= S_FLAMESHIELDDASH1 && curstate <= S_FLAMESHIELDDASH12)
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P_SetMobjState(mobj, S_FLAMESHIELD1);
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mobj->dispoffset = ((curstate - S_FLAMESHIELD1) & 1) ? -1 : 1;
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}
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mobj->extravalue1 = mobj->target->player->flamedash;
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@ -8333,36 +8289,12 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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}
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}
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if (!splitscreen /*&& rendermode != render_soft*/)
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{
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angle_t viewingangle;
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if (players[displayplayers[0]].awayview.tics)
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viewingangle = R_PointToAngle2(mobj->target->x, mobj->target->y, players[displayplayers[0]].awayview.mobj->x, players[displayplayers[0]].awayview.mobj->y);
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else if (!camera[0].chase && players[displayplayers[0]].mo)
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viewingangle = R_PointToAngle2(mobj->target->x, mobj->target->y, players[displayplayers[0]].mo->x, players[displayplayers[0]].mo->y);
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else
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viewingangle = R_PointToAngle2(mobj->target->x, mobj->target->y, camera[0].x, camera[0].y);
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if (curstate >= S_FLAMESHIELD1 && curstate < S_FLAMESHIELDDASH1 && ((curstate-S_FLAMESHIELD1) & 1))
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viewingangle += ANGLE_180;
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destx = mobj->target->x + P_ReturnThrustX(mobj->target, viewingangle, mobj->scale>>4);
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desty = mobj->target->y + P_ReturnThrustY(mobj->target, viewingangle, mobj->scale>>4);
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}
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else
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{
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destx = mobj->target->x;
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desty = mobj->target->y;
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}
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P_MoveOrigin(mobj, destx, desty, mobj->target->z);
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P_MoveOrigin(mobj, mobj->target->x, mobj->target->y, mobj->target->z);
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mobj->angle = K_MomentumAngle(mobj->target);
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if (underlayst != S_NULL)
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{
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mobj_t *underlay = P_SpawnMobj(mobj->target->x, mobj->target->y, mobj->target->z, MT_FLAMESHIELDUNDERLAY);
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underlay->angle = mobj->angle;
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mobj_t *underlay = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_FLAMESHIELDUNDERLAY);
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P_SetMobjState(underlay, underlayst);
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}
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break;
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