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Merge branch 'infini-tether' into 'master'
Infini tether See merge request KartKrew/Kart!644
This commit is contained in:
commit
dc39834953
3 changed files with 47 additions and 18 deletions
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@ -675,6 +675,12 @@ static inline BlockItReturn_t PIT_LightningShieldAttack(mobj_t *thing)
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return BMIT_ABORT;
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return BMIT_ABORT;
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}
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}
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if (thing == NULL || P_MobjWasRemoved(thing))
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{
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// Invalid?
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return BMIT_ABORT;
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}
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if (thing == lightningSource)
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if (thing == lightningSource)
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{
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{
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// Don't explode yourself!!
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// Don't explode yourself!!
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33
src/k_kart.c
33
src/k_kart.c
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@ -1700,9 +1700,13 @@ static void K_DrawDraftCombiring(player_t *player, player_t *victim, fixed_t cur
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UINT8 c;
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UINT8 c;
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if (maxdist == 0)
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if (maxdist == 0)
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c = 0;
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{
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c = leveltime % CHAOTIXBANDCOLORS;
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}
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else
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else
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{
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c = FixedMul(CHAOTIXBANDCOLORS<<FRACBITS, FixedDiv(curdist-minimumdist, maxdist-minimumdist)) >> FRACBITS;
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c = FixedMul(CHAOTIXBANDCOLORS<<FRACBITS, FixedDiv(curdist-minimumdist, maxdist-minimumdist)) >> FRACBITS;
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}
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stepx = (victim->mo->x - player->mo->x) / CHAOTIXBANDLEN;
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stepx = (victim->mo->x - player->mo->x) / CHAOTIXBANDLEN;
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stepy = (victim->mo->y - player->mo->y) / CHAOTIXBANDLEN;
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stepy = (victim->mo->y - player->mo->y) / CHAOTIXBANDLEN;
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@ -1721,8 +1725,16 @@ static void K_DrawDraftCombiring(player_t *player, player_t *victim, fixed_t cur
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curz + (P_RandomRange(24,48)*mapobjectscale),
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curz + (P_RandomRange(24,48)*mapobjectscale),
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MT_SIGNSPARKLE);
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MT_SIGNSPARKLE);
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P_SetMobjState(band, S_SIGNSPARK1 + (leveltime % 11));
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if (maxdist == 0)
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P_SetScale(band, (band->destscale = (3*player->mo->scale)/2));
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{
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P_SetMobjState(band, S_KSPARK1 + (leveltime % 8));
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P_SetScale(band, (band->destscale = player->mo->scale));
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}
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else
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{
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P_SetMobjState(band, S_SIGNSPARK1 + (leveltime % 11));
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P_SetScale(band, (band->destscale = (3*player->mo->scale)/2));
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}
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band->color = colors[c];
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band->color = colors[c];
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band->colorized = true;
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band->colorized = true;
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@ -1892,9 +1904,14 @@ static void K_UpdateDraft(player_t *player)
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}
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}
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// No one to draft off of? Then you can knock that off.
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// No one to draft off of? Then you can knock that off.
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if (player->draftleeway) // Prevent small disruptions from stopping your draft.
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if (player->draftleeway > 0) // Prevent small disruptions from stopping your draft.
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{
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{
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player->draftleeway--;
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if (P_IsObjectOnGround(player->mo) == true)
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{
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// Allow maintaining tether in air setpieces.
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player->draftleeway--;
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}
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if (player->lastdraft >= 0
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if (player->lastdraft >= 0
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&& player->lastdraft < MAXPLAYERS
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&& player->lastdraft < MAXPLAYERS
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&& playeringame[player->lastdraft]
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&& playeringame[player->lastdraft]
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@ -3109,6 +3126,12 @@ static void K_GetKartBoostPower(player_t *player)
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draftspeed *= 2;
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draftspeed *= 2;
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}
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}
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if (player->itemtype == KITEM_LIGHTNINGSHIELD)
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{
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// infinite tether
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draftspeed *= 2;
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}
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speedboost += FixedMul(draftspeed, player->draftpower); // (Drafting suffers no boost stack penalty.)
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speedboost += FixedMul(draftspeed, player->draftpower); // (Drafting suffers no boost stack penalty.)
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numboosts++;
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numboosts++;
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}
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}
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@ -14032,21 +14032,21 @@ void A_LightningFollowPlayer(mobj_t *actor)
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if (!actor->target)
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if (!actor->target)
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return;
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return;
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if (actor->extravalue1) // Make the radius also follow the player somewhat accuratly
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{
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{
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if (actor->extravalue1) // Make the radius also follow the player somewhat accuratly
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sx = actor->target->x + FixedMul((actor->target->scale*actor->extravalue1), FINECOSINE((actor->angle)>>ANGLETOFINESHIFT));
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{
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sy = actor->target->y + FixedMul((actor->target->scale*actor->extravalue1), FINESINE((actor->angle)>>ANGLETOFINESHIFT));
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sx = actor->target->x + FixedMul((actor->target->scale*actor->extravalue1), FINECOSINE((actor->angle)>>ANGLETOFINESHIFT));
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P_MoveOrigin(actor, sx, sy, actor->target->z);
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sy = actor->target->y + FixedMul((actor->target->scale*actor->extravalue1), FINESINE((actor->angle)>>ANGLETOFINESHIFT));
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P_MoveOrigin(actor, sx, sy, actor->target->z);
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}
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else // else just teleport to player directly
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P_MoveOrigin(actor, actor->target->x, actor->target->y, actor->target->z);
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K_MatchGenericExtraFlags(actor, actor->target); // copy our target for graviflip
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actor->momx = actor->target->momx;
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actor->momy = actor->target->momy;
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actor->momz = actor->target->momz; // Give momentum since we don't teleport to our player literally every frame.
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}
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}
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else // else just teleport to player directly
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{
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P_MoveOrigin(actor, actor->target->x, actor->target->y, actor->target->z);
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}
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K_MatchGenericExtraFlags(actor, actor->target); // copy our target for graviflip
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actor->momx = actor->target->momx;
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actor->momy = actor->target->momy;
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actor->momz = actor->target->momz; // Give momentum since we don't teleport to our player literally every frame.
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}
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}
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// A_FZBoomFlash:
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// A_FZBoomFlash:
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