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Merge branch 'slip-tide-stacked' into 'master'
Sliptiding now stacks your handling boosts See merge request KartKrew/Kart!344
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commit
d7c158099f
1 changed files with 13 additions and 24 deletions
37
src/k_kart.c
37
src/k_kart.c
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@ -2063,20 +2063,17 @@ fixed_t K_GetSpindashChargeSpeed(player_t *player)
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return (player->kartspeed + player->kartweight) * (FRACUNIT/64);
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}
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// Light weights have stronger boost stacking -- aka, better metabolism than heavies XD
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#define METABOLISM
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// sets k_boostpower, k_speedboost, k_accelboost, and k_handleboost to whatever we need it to be
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// sets boostpower, speedboost, accelboost, and handleboost to whatever we need it to be
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static void K_GetKartBoostPower(player_t *player)
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{
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#ifdef METABOLISM
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// Light weights have stronger boost stacking -- aka, better metabolism than heavies XD
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const fixed_t maxmetabolismincrease = FRACUNIT/2;
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const fixed_t metabolism = FRACUNIT - ((9-player->kartweight) * maxmetabolismincrease / 8);
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#endif // METABOLISM
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// v2 almost broke sliptiding when it fixed turning bugs!
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// This value is fine-tuned to feel like v1 again without reverting any of those changes.
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const fixed_t sliptidehandling = 7*FRACUNIT/10;
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const fixed_t sliptidehandling = FRACUNIT/2;
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fixed_t boostpower = FRACUNIT;
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fixed_t speedboost = 0, accelboost = 0, handleboost = 0;
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@ -2095,43 +2092,35 @@ static void K_GetKartBoostPower(player_t *player)
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if (player->kartstuff[k_bananadrag] > TICRATE)
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boostpower = (4*boostpower)/5;
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#ifdef METABOLISM
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// Note: Handling will ONLY stack when sliptiding!
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// When you're not, it just uses the best instead of adding together, like the old behavior.
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#define ADDBOOST(s,a,h) { \
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numboosts++; \
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speedboost += FixedDiv(s, FRACUNIT + (metabolism * (numboosts-1))); \
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accelboost += FixedDiv(a, FRACUNIT + (metabolism * (numboosts-1))); \
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handleboost = max(h, handleboost); \
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if (player->kartstuff[k_aizdriftstrat]) \
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handleboost += FixedDiv(h, FRACUNIT + (metabolism * (numboosts-1))); \
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else \
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handleboost = max(h, handleboost); \
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}
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#else
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#define ADDBOOST(s,a,h) { \
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numboosts++; \
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speedboost += s / numboosts; \
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accelboost += a / numboosts; \
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handleboost = max(h, handleboost); \
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}
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#endif // METABOLISM
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if (player->kartstuff[k_sneakertimer]) // Sneaker
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{
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UINT8 i;
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for (i = 0; i < player->kartstuff[k_numsneakers]; i++)
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{
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ADDBOOST(FRACUNIT/2, 8*FRACUNIT, sliptidehandling); // + 50% top speed, + 800% acceleration, +70% handling
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ADDBOOST(FRACUNIT/2, 8*FRACUNIT, sliptidehandling); // + 50% top speed, + 800% acceleration, +50% handling
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}
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}
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if (player->kartstuff[k_invincibilitytimer]) // Invincibility
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{
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ADDBOOST(3*FRACUNIT/8, 3*FRACUNIT, sliptidehandling/3); // + 37.5% top speed, + 300% acceleration, +23% handling
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ADDBOOST(3*FRACUNIT/8, 3*FRACUNIT, sliptidehandling/2); // + 37.5% top speed, + 300% acceleration, +25% handling
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}
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if (player->kartstuff[k_growshrinktimer] > 0) // Grow
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{
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ADDBOOST(0, 0, sliptidehandling/3); // + 0% top speed, + 0% acceleration, +23% handling
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ADDBOOST(0, 0, sliptidehandling/2); // + 0% top speed, + 0% acceleration, +25% handling
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}
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if (player->kartstuff[k_flamedash]) // Flame Shield dash
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@ -2140,7 +2129,7 @@ static void K_GetKartBoostPower(player_t *player)
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ADDBOOST(
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dash, // + infinite top speed
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3*FRACUNIT, // + 300% acceleration
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FixedMul(FixedDiv(dash, FRACUNIT/2), sliptidehandling/3) // + infinite handling
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FixedMul(FixedDiv(dash, FRACUNIT/2), sliptidehandling/2) // + infinite handling
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);
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}
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