diff --git a/src/info.c b/src/info.c index 1edddcb49..83cf21e49 100644 --- a/src/info.c +++ b/src/info.c @@ -23397,7 +23397,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_ORBINAUT_DEAD,// deathstate S_NULL, // xdeathstate sfx_s3k5d, // deathsound - 24*FRACUNIT, // speed + 28*FRACUNIT, // speed 24*FRACUNIT, // radius 32*FRACUNIT, // height 0, // display offset @@ -23451,7 +23451,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_JAWZ_DEAD1, // deathstate S_JAWZ_DEAD2, // xdeathstate sfx_s3k5d, // deathsound - 24*FRACUNIT, // speed + 28*FRACUNIT, // speed 16*FRACUNIT, // radius 32*FRACUNIT, // height 0, // display offset @@ -23775,7 +23775,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_BALLHOG_DEAD, // deathstate S_NULL, // xdeathstate sfx_hogbom, // deathsound - 20*FRACUNIT, // speed + 40*FRACUNIT, // speed 26*FRACUNIT, // radius 32*FRACUNIT, // height 0, // display offset @@ -24072,7 +24072,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_GARDENTOP_DEAD, // deathstate S_NULL, // xdeathstate sfx_s3k7a, // deathsound - 20*FRACUNIT, // speed + 30*FRACUNIT, // speed 30*FRACUNIT, // radius 68*FRACUNIT, // height -1, // display offset @@ -24450,7 +24450,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_GACHABOM, // deathstate S_NULL, // xdeathstate sfx_s3k5d, // deathsound - 24*FRACUNIT, // speed + 28*FRACUNIT, // speed 24*FRACUNIT, // radius 32*FRACUNIT, // height 0, // display offset diff --git a/src/k_kart.c b/src/k_kart.c index 80b268cb5..c06b15bd7 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -4564,6 +4564,7 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I { mobj_t *th; fixed_t x, y, z; + fixed_t topspeed = K_GetKartSpeed(source->player, false, false); fixed_t finalspeed = speed; fixed_t finalscale = mapobjectscale; mobj_t *throwmo; @@ -4571,6 +4572,7 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I if (source->player != NULL) { const angle_t delta = AngleDelta(source->angle, an); + // Correct for angle difference when applying missile speed boosts. (Don't boost backshots!) const fixed_t deltaFactor = FixedDiv(AngleFixed(ANGLE_180 - delta), 180 * FRACUNIT); if (source->player->itemscale == ITEMSCALE_SHRINK) @@ -4579,7 +4581,20 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I speed = finalspeed = FixedMul(speed, SHRINK_PHYSICS_SCALE); } - // Add player speed on top, multiplied based on angle diff... i.e: don't do this for firing backward :V + if (source->player->speed > topspeed) + { + // Multiply speed to be proportional to your own, boosted maxspeed. + // (Dramatic "railgun" effect when fast players fire missiles.) + finalspeed = max(speed, FixedMul( + speed, + FixedMul( + FixedDiv(source->player->speed, topspeed), + deltaFactor + ) + )); + } + + // ...and add player speed on top, to make sure you're never traveling faster than an item you throw. finalspeed += FixedMul(source->player->speed, deltaFactor); finalscale = K_ItemScaleForPlayer(source->player);