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Merge branch 'railgun' into 'master'
Use old multiply effect for fast missile shots See merge request KartKrew/Kart!1153
This commit is contained in:
commit
d30567c04a
2 changed files with 21 additions and 6 deletions
10
src/info.c
10
src/info.c
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@ -23397,7 +23397,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_ORBINAUT_DEAD,// deathstate
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S_NULL, // xdeathstate
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sfx_s3k5d, // deathsound
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24*FRACUNIT, // speed
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28*FRACUNIT, // speed
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24*FRACUNIT, // radius
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32*FRACUNIT, // height
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0, // display offset
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@ -23451,7 +23451,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_JAWZ_DEAD1, // deathstate
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S_JAWZ_DEAD2, // xdeathstate
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sfx_s3k5d, // deathsound
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24*FRACUNIT, // speed
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28*FRACUNIT, // speed
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16*FRACUNIT, // radius
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32*FRACUNIT, // height
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0, // display offset
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@ -23775,7 +23775,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_BALLHOG_DEAD, // deathstate
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S_NULL, // xdeathstate
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sfx_hogbom, // deathsound
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20*FRACUNIT, // speed
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40*FRACUNIT, // speed
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26*FRACUNIT, // radius
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32*FRACUNIT, // height
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0, // display offset
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@ -24072,7 +24072,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_GARDENTOP_DEAD, // deathstate
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S_NULL, // xdeathstate
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sfx_s3k7a, // deathsound
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20*FRACUNIT, // speed
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30*FRACUNIT, // speed
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30*FRACUNIT, // radius
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68*FRACUNIT, // height
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-1, // display offset
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@ -24450,7 +24450,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_GACHABOM, // deathstate
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S_NULL, // xdeathstate
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sfx_s3k5d, // deathsound
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24*FRACUNIT, // speed
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28*FRACUNIT, // speed
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24*FRACUNIT, // radius
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32*FRACUNIT, // height
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0, // display offset
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17
src/k_kart.c
17
src/k_kart.c
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@ -4564,6 +4564,7 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I
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{
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mobj_t *th;
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fixed_t x, y, z;
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fixed_t topspeed = K_GetKartSpeed(source->player, false, false);
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fixed_t finalspeed = speed;
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fixed_t finalscale = mapobjectscale;
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mobj_t *throwmo;
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@ -4571,6 +4572,7 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I
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if (source->player != NULL)
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{
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const angle_t delta = AngleDelta(source->angle, an);
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// Correct for angle difference when applying missile speed boosts. (Don't boost backshots!)
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const fixed_t deltaFactor = FixedDiv(AngleFixed(ANGLE_180 - delta), 180 * FRACUNIT);
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if (source->player->itemscale == ITEMSCALE_SHRINK)
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@ -4579,7 +4581,20 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I
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speed = finalspeed = FixedMul(speed, SHRINK_PHYSICS_SCALE);
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}
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// Add player speed on top, multiplied based on angle diff... i.e: don't do this for firing backward :V
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if (source->player->speed > topspeed)
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{
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// Multiply speed to be proportional to your own, boosted maxspeed.
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// (Dramatic "railgun" effect when fast players fire missiles.)
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finalspeed = max(speed, FixedMul(
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speed,
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FixedMul(
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FixedDiv(source->player->speed, topspeed),
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deltaFactor
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)
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));
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}
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// ...and add player speed on top, to make sure you're never traveling faster than an item you throw.
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finalspeed += FixedMul(source->player->speed, deltaFactor);
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finalscale = K_ItemScaleForPlayer(source->player);
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