Added some slope handling for regular jawz.

Jawz as a result can absolutely behave differently, but it's mostly the case when in the range where it would slow down.
Will need testing, seems like it can sometimes rocket past a player that's stationary, maybe that's not a bad thing?
This commit is contained in:
Sryder 2019-07-05 23:29:31 +01:00
parent 893d8cd211
commit d6ec65de59

View file

@ -1937,7 +1937,7 @@ void P_XYMovement(mobj_t *mo)
#endif
//{ SRB2kart stuff
if (mo->type == MT_JAWZ || mo->type == MT_BALLHOG || mo->type == MT_FLINGRING) //(mo->type == MT_JAWZ && !mo->tracer))
if (mo->type == MT_BALLHOG || mo->type == MT_FLINGRING) //(mo->type == MT_JAWZ && !mo->tracer))
return;
if (mo->player && (mo->player->kartstuff[k_spinouttimer] && !mo->player->kartstuff[k_wipeoutslow]) && mo->player->speed <= K_GetKartSpeed(mo->player, false)/2)
@ -7957,7 +7957,6 @@ void P_MobjThinker(mobj_t *mobj)
if (currentspeed >= finalspeed)
{
// Thrust as if you were at top speed, slow down naturally
thrustamount = FixedDiv(finalspeed, frictionsafety) - finalspeed;
}
@ -7993,6 +7992,9 @@ void P_MobjThinker(mobj_t *mobj)
fixed_t topspeed = mobj->movefactor;
fixed_t distbarrier = 512*mapobjectscale;
fixed_t distaway;
const fixed_t currentspeed = R_PointToDist2(0, 0, mobj->momx, mobj->momy);
fixed_t thrustamount = 0;
fixed_t frictionsafety = (mobj->friction == 0) ? 1 : mobj->friction;
mobj_t *ghost = P_SpawnGhostMobj(mobj);
if (mobj->target && !P_MobjWasRemoved(mobj->target) && mobj->target->player)
@ -8008,6 +8010,12 @@ void P_MobjThinker(mobj_t *mobj)
distbarrier = FixedMul(distbarrier, FRACUNIT + ((gamespeed-1) * (FRACUNIT/4)));
if (!P_IsObjectOnGround(mobj))
{
// No friction in the air
frictionsafety = FRACUNIT;
}
if (G_RaceGametype() && mobj->tracer)
{
distaway = P_AproxDistance(mobj->tracer->x - mobj->x, mobj->tracer->y - mobj->y);
@ -8021,17 +8029,21 @@ void P_MobjThinker(mobj_t *mobj)
}
}
if (G_BattleGametype())
// Don't thrust at ALL if we're in the barrier range and above top speed, harsher slowdown
if ((currentspeed >= topspeed) && topspeed == mobj->movefactor)
{
mobj->friction -= 1228;
if (mobj->friction > FRACUNIT)
mobj->friction = FRACUNIT;
if (mobj->friction < 0)
mobj->friction = 0;
// Thrust as if you were at top speed, slow down naturally
thrustamount = FixedDiv(topspeed, frictionsafety) - topspeed;
}
else
{
const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
// Thrust to immediately get to top speed
thrustamount = beatfriction + FixedDiv(topspeed - currentspeed, frictionsafety);
}
mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
P_InstaThrust(mobj, mobj->angle, topspeed);
P_Thrust(mobj, mobj->angle, thrustamount);
if (mobj->tracer)
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->tracer->x, mobj->tracer->y);
@ -9484,7 +9496,7 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s
|| mobj->type == MT_CANNONBALLDECOR
|| mobj->type == MT_FALLINGROCK
|| mobj->type == MT_ORBINAUT
|| mobj->type == MT_JAWZ_DUD) {
|| mobj->type == MT_JAWZ || mobj->type == MT_JAWZ_DUD) {
P_TryMove(mobj, mobj->x, mobj->y, true); // Sets mo->standingslope correctly
//if (mobj->standingslope) CONS_Printf("slope physics on mobj\n");
P_ButteredSlope(mobj);