mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Fix item capsules in reverse gravity
This commit is contained in:
parent
d5c30742dd
commit
e2c0f6638f
6 changed files with 228 additions and 216 deletions
|
|
@ -334,7 +334,6 @@ actionpointer_t actionpointers[] =
|
|||
{{A_ReaperThinker}, "A_REAPERTHINKER"},
|
||||
{{A_FlameShieldPaper}, "A_FLAMESHIELDPAPER"},
|
||||
{{A_InvincSparkleRotate}, "A_INVINCSPARKLEROTATE"},
|
||||
{{A_SpawnItemCapsuleParts}, "A_SPAWNITEMCAPSULEPARTS"},
|
||||
|
||||
{{NULL}, "NONE"},
|
||||
|
||||
|
|
@ -3490,9 +3489,9 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
|
|||
"S_ITEMCAPSULE_TOP_SIDE",
|
||||
"S_ITEMCAPSULE_BOTTOM_SIDE_AIR",
|
||||
"S_ITEMCAPSULE_BOTTOM_SIDE_GROUND",
|
||||
"S_ITEMCAPSULE_TOP",
|
||||
"S_ITEMCAPSULE_BOTTOM",
|
||||
"S_ITEMCAPSULE_INSIDE",
|
||||
//"S_ITEMCAPSULE_TOP",
|
||||
//"S_ITEMCAPSULE_BOTTOM",
|
||||
//"S_ITEMCAPSULE_INSIDE",
|
||||
|
||||
// Signpost sparkles
|
||||
"S_SIGNSPARK1",
|
||||
|
|
|
|||
10
src/info.c
10
src/info.c
|
|
@ -4067,13 +4067,13 @@ state_t states[NUMSTATES] =
|
|||
|
||||
{SPR_NULL, FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMICON
|
||||
|
||||
{SPR_ICAP, FF_ADD|0, -1, {A_SpawnItemCapsuleParts}, 0, 0, S_NULL}, // S_ITEMCAPSULE
|
||||
{SPR_ICAP, FF_ADD|0, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE
|
||||
{SPR_ICAP, FF_PAPERSPRITE|1, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE_TOP_SIDE
|
||||
{SPR_ICAP, FF_VERTICALFLIP|FF_PAPERSPRITE|1, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE_BOTTOM_SIDE_AIR
|
||||
{SPR_ICAP, FF_PAPERSPRITE|2, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE_BOTTOM_SIDE_GROUND
|
||||
{SPR_ICAP, FF_FLOORSPRITE|3, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE_TOP
|
||||
{SPR_ICAP, FF_FLOORSPRITE|4, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE_BOTTOM
|
||||
{SPR_ICAP, FF_FLOORSPRITE|5, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE_INSIDE
|
||||
//{SPR_ICAP, FF_FLOORSPRITE|3, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE_TOP
|
||||
//{SPR_ICAP, FF_FLOORSPRITE|4, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE_BOTTOM
|
||||
//{SPR_ICAP, FF_FLOORSPRITE|5, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE_INSIDE
|
||||
|
||||
{SPR_SGNS, FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_SIGNSPARK2}, // S_SIGNSPARK1
|
||||
{SPR_SGNS, FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_SIGNSPARK3}, // S_SIGNSPARK2
|
||||
|
|
@ -23088,7 +23088,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
100, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_SLIDEME|MF_SPECIAL|MF_RUNSPAWNFUNC|MF_DONTENCOREMAP, // flags
|
||||
MF_SLIDEME|MF_SPECIAL|MF_DONTENCOREMAP, // flags
|
||||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
|
|
|
|||
|
|
@ -287,7 +287,6 @@ enum actionnum
|
|||
A_REAPERTHINKER,
|
||||
A_FLAMESHIELDPAPER,
|
||||
A_INVINCSPARKLEROTATE,
|
||||
A_SPAWNITEMCAPSULEPARTS,
|
||||
NUMACTIONS
|
||||
};
|
||||
|
||||
|
|
@ -558,7 +557,6 @@ void A_ReaperThinker();
|
|||
void A_MementosTPParticles();
|
||||
void A_FlameShieldPaper();
|
||||
void A_InvincSparkleRotate();
|
||||
void A_SpawnItemCapsuleParts();
|
||||
|
||||
extern boolean actionsoverridden[NUMACTIONS];
|
||||
|
||||
|
|
@ -4465,9 +4463,9 @@ typedef enum state
|
|||
S_ITEMCAPSULE_TOP_SIDE,
|
||||
S_ITEMCAPSULE_BOTTOM_SIDE_AIR,
|
||||
S_ITEMCAPSULE_BOTTOM_SIDE_GROUND,
|
||||
S_ITEMCAPSULE_TOP,
|
||||
S_ITEMCAPSULE_BOTTOM,
|
||||
S_ITEMCAPSULE_INSIDE,
|
||||
//S_ITEMCAPSULE_TOP,
|
||||
//S_ITEMCAPSULE_BOTTOM,
|
||||
//S_ITEMCAPSULE_INSIDE,
|
||||
|
||||
// Signpost sparkles
|
||||
S_SIGNSPARK1,
|
||||
|
|
|
|||
189
src/p_enemy.c
189
src/p_enemy.c
|
|
@ -321,7 +321,6 @@ void A_ReaperThinker(mobj_t *actor);
|
|||
void A_MementosTPParticles(mobj_t *actor);
|
||||
void A_FlameShieldPaper(mobj_t *actor);
|
||||
void A_InvincSparkleRotate(mobj_t *actor);
|
||||
void A_SpawnItemCapsuleParts(mobj_t *actor);
|
||||
|
||||
//for p_enemy.c
|
||||
|
||||
|
|
@ -14652,191 +14651,3 @@ void A_InvincSparkleRotate(mobj_t *actor)
|
|||
|
||||
actor->angle += ANG1*10*(actor->extravalue2); // Arbitrary value, change this if you want, I suppose.
|
||||
}
|
||||
|
||||
void P_RefreshItemCapsuleParts(mobj_t *mobj)
|
||||
{
|
||||
UINT8 numNumbers = 0;
|
||||
INT32 count = 0;
|
||||
INT32 itemType = mobj->threshold;
|
||||
mobj_t *part;
|
||||
skincolornum_t color;
|
||||
UINT32 newRenderFlags = 0;
|
||||
boolean colorized;
|
||||
|
||||
if (itemType < 1 || itemType >= NUMKARTITEMS)
|
||||
itemType = KITEM_SAD;
|
||||
|
||||
// update invincibility properties
|
||||
if (itemType == KITEM_INVINCIBILITY)
|
||||
{
|
||||
mobj->renderflags = (mobj->renderflags & ~RF_BRIGHTMASK) | RF_FULLBRIGHT;
|
||||
mobj->colorized = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
mobj->renderflags = (mobj->renderflags & ~RF_BRIGHTMASK) | RF_SEMIBRIGHT;
|
||||
mobj->color = SKINCOLOR_NONE;
|
||||
mobj->colorized = false;
|
||||
}
|
||||
|
||||
// update cap colors
|
||||
if (itemType == KITEM_SUPERRING)
|
||||
{
|
||||
color = SKINCOLOR_GOLD;
|
||||
newRenderFlags |= RF_SEMIBRIGHT;
|
||||
}
|
||||
else if (mobj->spawnpoint && (mobj->spawnpoint->options & MTF_EXTRA))
|
||||
color = SKINCOLOR_SAPPHIRE;
|
||||
else if (itemType == KITEM_SPB)
|
||||
color = SKINCOLOR_JET;
|
||||
else
|
||||
color = SKINCOLOR_NONE;
|
||||
|
||||
colorized = (color != SKINCOLOR_NONE);
|
||||
part = mobj;
|
||||
while (!P_MobjWasRemoved(part->hnext))
|
||||
{
|
||||
part = part->hnext;
|
||||
part->color = color;
|
||||
part->colorized = colorized;
|
||||
part->renderflags = (part->renderflags & ~RF_BRIGHTMASK) | newRenderFlags;
|
||||
}
|
||||
|
||||
// update inside item frame
|
||||
part = mobj->tracer;
|
||||
if (P_MobjWasRemoved(part))
|
||||
return;
|
||||
|
||||
part->threshold = mobj->threshold;
|
||||
part->movecount = mobj->movecount;
|
||||
|
||||
switch (itemType)
|
||||
{
|
||||
case KITEM_ORBINAUT:
|
||||
part->sprite = SPR_ITMO;
|
||||
part->frame = FF_FULLBRIGHT|FF_PAPERSPRITE|K_GetOrbinautItemFrame(mobj->movecount);
|
||||
break;
|
||||
case KITEM_INVINCIBILITY:
|
||||
part->sprite = SPR_ITMI;
|
||||
part->frame = FF_FULLBRIGHT|FF_PAPERSPRITE|K_GetInvincibilityItemFrame();
|
||||
break;
|
||||
case KITEM_SAD:
|
||||
part->sprite = SPR_ITEM;
|
||||
part->frame = FF_FULLBRIGHT|FF_PAPERSPRITE;
|
||||
break;
|
||||
default:
|
||||
part->sprite = SPR_ITEM;
|
||||
part->frame = FF_FULLBRIGHT|FF_PAPERSPRITE|(itemType);
|
||||
break;
|
||||
}
|
||||
|
||||
// update number frame
|
||||
if (K_GetShieldFromItem(itemType) != KSHIELD_NONE) // shields don't stack, so don't show a number
|
||||
;
|
||||
else
|
||||
{
|
||||
switch (itemType)
|
||||
{
|
||||
case KITEM_ORBINAUT: // only display the number when the sprite no longer changes
|
||||
if (mobj->movecount - 1 > K_GetOrbinautItemFrame(mobj->movecount))
|
||||
count = mobj->movecount;
|
||||
break;
|
||||
case KITEM_SUPERRING: // always display the number, and multiply it by 5
|
||||
count = mobj->movecount * 5;
|
||||
break;
|
||||
case KITEM_SAD: // never display the number
|
||||
case KITEM_SPB:
|
||||
break;
|
||||
default:
|
||||
if (mobj->movecount > 1)
|
||||
count = mobj->movecount;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
while (count > 0)
|
||||
{
|
||||
if (P_MobjWasRemoved(part->tracer))
|
||||
{
|
||||
P_SetTarget(&part->tracer, P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_OVERLAY));
|
||||
P_SetTarget(&part->tracer->target, part);
|
||||
P_SetMobjState(part->tracer, S_INVISIBLE);
|
||||
part->tracer->spriteyoffset = 10*FRACUNIT;
|
||||
part->tracer->spritexoffset = 13*numNumbers*FRACUNIT;
|
||||
}
|
||||
part = part->tracer;
|
||||
part->sprite = SPR_ITMN;
|
||||
part->frame = FF_FULLBRIGHT|(count % 10);
|
||||
count /= 10;
|
||||
numNumbers++;
|
||||
}
|
||||
|
||||
// delete any extra overlays (I guess in case the number changes?)
|
||||
if (part->tracer)
|
||||
{
|
||||
P_RemoveMobj(part->tracer);
|
||||
P_SetTarget(&part->tracer, NULL);
|
||||
}
|
||||
}
|
||||
|
||||
#define CAPSULESIDES 5
|
||||
#define ANG_CAPSULE (UINT32_MAX / CAPSULESIDES)
|
||||
#define ROTATIONSPEED (2*ANG2)
|
||||
void A_SpawnItemCapsuleParts(mobj_t *actor)
|
||||
{
|
||||
UINT8 i;
|
||||
mobj_t *part;
|
||||
fixed_t buttScale = 0;
|
||||
statenum_t buttState = S_ITEMCAPSULE_BOTTOM_SIDE_AIR;
|
||||
angle_t spin = ANGLE_MAX - ROTATIONSPEED;
|
||||
|
||||
if (LUA_CallAction(A_SPAWNITEMCAPSULEPARTS, actor))
|
||||
return;
|
||||
|
||||
if (P_IsObjectOnGround(actor))
|
||||
{
|
||||
buttScale = 13*FRACUNIT/10;
|
||||
buttState = S_ITEMCAPSULE_BOTTOM_SIDE_GROUND;
|
||||
spin = 0;
|
||||
}
|
||||
|
||||
// inside item
|
||||
part = P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_ITEMCAPSULE_PART);
|
||||
P_SetTarget(&part->target, actor);
|
||||
P_SetMobjState(part, S_ITEMICON);
|
||||
part->movedir = ROTATIONSPEED; // rotation speed
|
||||
part->extravalue1 = 175*FRACUNIT/100; // relative scale
|
||||
part->flags2 |= MF2_CLASSICPUSH; // classicpush = centered horizontally
|
||||
P_SetTarget(&actor->tracer, part); // pointer to this item, so we can modify its sprite/frame
|
||||
|
||||
// capsule caps
|
||||
part = actor;
|
||||
for (i = 0; i < CAPSULESIDES; i++)
|
||||
{
|
||||
// a bottom side
|
||||
P_SetTarget(&part->hnext, P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_ITEMCAPSULE_PART));
|
||||
P_SetTarget(&part->hnext->hprev, part);
|
||||
part = part->hnext;
|
||||
P_SetTarget(&part->target, actor);
|
||||
P_SetMobjState(part, buttState);
|
||||
part->angle = i * ANG_CAPSULE;
|
||||
part->movedir = spin; // rotation speed
|
||||
part->movefactor = 0; // z offset
|
||||
part->extravalue1 = buttScale; // relative scale
|
||||
|
||||
// a top side
|
||||
P_SetTarget(&part->hnext, P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_ITEMCAPSULE_PART));
|
||||
P_SetTarget(&part->hnext->hprev, part);
|
||||
part = part->hnext;
|
||||
P_SetTarget(&part->target, actor);
|
||||
P_SetMobjState(part, S_ITEMCAPSULE_TOP_SIDE);
|
||||
part->angle = i * ANG_CAPSULE;
|
||||
part->movedir = spin; // rotation speed
|
||||
part->movefactor = actor->info->height - part->info->height; // z offset
|
||||
}
|
||||
|
||||
P_RefreshItemCapsuleParts(actor);
|
||||
}
|
||||
#undef CAPSULESIDES
|
||||
#undef ANG_CAPSULE
|
||||
#undef ROTATIONSPEED
|
||||
|
|
|
|||
|
|
@ -365,8 +365,6 @@ void P_InternalFlickyBubble(mobj_t *actor);
|
|||
void P_InternalFlickyFly(mobj_t *actor, fixed_t flyspeed, fixed_t targetdist, fixed_t chasez);
|
||||
void P_InternalFlickyHop(mobj_t *actor, fixed_t momz, fixed_t momh, angle_t angle);
|
||||
|
||||
void P_RefreshItemCapsuleParts(mobj_t *mobj);
|
||||
|
||||
//
|
||||
// P_MAP
|
||||
//
|
||||
|
|
|
|||
226
src/p_mobj.c
226
src/p_mobj.c
|
|
@ -3781,8 +3781,12 @@ static void P_ItemCapsulePartThinker(mobj_t *mobj)
|
|||
P_SetScale(mobj, mobj->destscale = targetScale);
|
||||
|
||||
// find z position
|
||||
if (mobj->flags2 & MF2_CLASSICPUSH) // centered items should not be flipped
|
||||
mobj->renderflags = (mobj->renderflags & ~RF_DONTDRAW) | (target->renderflags & RF_DONTDRAW);
|
||||
else
|
||||
K_GenericExtraFlagsNoZAdjust(mobj, target);
|
||||
if (mobj->flags & MFE_VERTICALFLIP)
|
||||
|
||||
if (mobj->eflags & MFE_VERTICALFLIP)
|
||||
z = target->z + target->height - mobj->height - FixedMul(mobj->scale, mobj->movefactor);
|
||||
else
|
||||
z = target->z + FixedMul(mobj->scale, mobj->movefactor);
|
||||
|
|
@ -3799,6 +3803,193 @@ static void P_ItemCapsulePartThinker(mobj_t *mobj)
|
|||
}
|
||||
}
|
||||
|
||||
static void P_RefreshItemCapsuleParts(mobj_t *mobj)
|
||||
{
|
||||
UINT8 numNumbers = 0;
|
||||
INT32 count = 0;
|
||||
INT32 itemType = mobj->threshold;
|
||||
mobj_t *part;
|
||||
skincolornum_t color;
|
||||
UINT32 newRenderFlags = 0;
|
||||
boolean colorized;
|
||||
|
||||
if (itemType < 1 || itemType >= NUMKARTITEMS)
|
||||
itemType = KITEM_SAD;
|
||||
|
||||
// update invincibility properties
|
||||
if (itemType == KITEM_INVINCIBILITY)
|
||||
{
|
||||
mobj->renderflags = (mobj->renderflags & ~RF_BRIGHTMASK) | RF_FULLBRIGHT;
|
||||
mobj->colorized = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
mobj->renderflags = (mobj->renderflags & ~RF_BRIGHTMASK) | RF_SEMIBRIGHT;
|
||||
mobj->color = SKINCOLOR_NONE;
|
||||
mobj->colorized = false;
|
||||
}
|
||||
|
||||
// update cap colors
|
||||
if (itemType == KITEM_SUPERRING)
|
||||
{
|
||||
color = SKINCOLOR_GOLD;
|
||||
newRenderFlags |= RF_SEMIBRIGHT;
|
||||
}
|
||||
else if (mobj->spawnpoint && (mobj->spawnpoint->options & MTF_EXTRA))
|
||||
color = SKINCOLOR_SAPPHIRE;
|
||||
else if (itemType == KITEM_SPB)
|
||||
color = SKINCOLOR_JET;
|
||||
else
|
||||
color = SKINCOLOR_NONE;
|
||||
|
||||
colorized = (color != SKINCOLOR_NONE);
|
||||
part = mobj;
|
||||
while (!P_MobjWasRemoved(part->hnext))
|
||||
{
|
||||
part = part->hnext;
|
||||
part->color = color;
|
||||
part->colorized = colorized;
|
||||
part->renderflags = (part->renderflags & ~RF_BRIGHTMASK) | newRenderFlags;
|
||||
}
|
||||
|
||||
// update inside item frame
|
||||
part = mobj->tracer;
|
||||
if (P_MobjWasRemoved(part))
|
||||
return;
|
||||
|
||||
part->threshold = mobj->threshold;
|
||||
part->movecount = mobj->movecount;
|
||||
|
||||
switch (itemType)
|
||||
{
|
||||
case KITEM_ORBINAUT:
|
||||
part->sprite = SPR_ITMO;
|
||||
part->frame = FF_FULLBRIGHT|FF_PAPERSPRITE|K_GetOrbinautItemFrame(mobj->movecount);
|
||||
break;
|
||||
case KITEM_INVINCIBILITY:
|
||||
part->sprite = SPR_ITMI;
|
||||
part->frame = FF_FULLBRIGHT|FF_PAPERSPRITE|K_GetInvincibilityItemFrame();
|
||||
break;
|
||||
case KITEM_SAD:
|
||||
part->sprite = SPR_ITEM;
|
||||
part->frame = FF_FULLBRIGHT|FF_PAPERSPRITE;
|
||||
break;
|
||||
default:
|
||||
part->sprite = SPR_ITEM;
|
||||
part->frame = FF_FULLBRIGHT|FF_PAPERSPRITE|(itemType);
|
||||
break;
|
||||
}
|
||||
|
||||
// update number frame
|
||||
if (K_GetShieldFromItem(itemType) != KSHIELD_NONE) // shields don't stack, so don't show a number
|
||||
;
|
||||
else
|
||||
{
|
||||
switch (itemType)
|
||||
{
|
||||
case KITEM_ORBINAUT: // only display the number when the sprite no longer changes
|
||||
if (mobj->movecount - 1 > K_GetOrbinautItemFrame(mobj->movecount))
|
||||
count = mobj->movecount;
|
||||
break;
|
||||
case KITEM_SUPERRING: // always display the number, and multiply it by 5
|
||||
count = mobj->movecount * 5;
|
||||
break;
|
||||
case KITEM_SAD: // never display the number
|
||||
case KITEM_SPB:
|
||||
break;
|
||||
default:
|
||||
if (mobj->movecount > 1)
|
||||
count = mobj->movecount;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
while (count > 0)
|
||||
{
|
||||
if (P_MobjWasRemoved(part->tracer))
|
||||
{
|
||||
P_SetTarget(&part->tracer, P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_OVERLAY));
|
||||
P_SetTarget(&part->tracer->target, part);
|
||||
P_SetMobjState(part->tracer, S_INVISIBLE);
|
||||
part->tracer->spriteyoffset = 10*FRACUNIT;
|
||||
part->tracer->spritexoffset = 13*numNumbers*FRACUNIT;
|
||||
}
|
||||
part = part->tracer;
|
||||
part->sprite = SPR_ITMN;
|
||||
part->frame = FF_FULLBRIGHT|(count % 10);
|
||||
count /= 10;
|
||||
numNumbers++;
|
||||
}
|
||||
|
||||
// delete any extra overlays (I guess in case the number changes?)
|
||||
if (part->tracer)
|
||||
{
|
||||
P_RemoveMobj(part->tracer);
|
||||
P_SetTarget(&part->tracer, NULL);
|
||||
}
|
||||
}
|
||||
|
||||
#define CAPSULESIDES 5
|
||||
#define ANG_CAPSULE (UINT32_MAX / CAPSULESIDES)
|
||||
#define ROTATIONSPEED (2*ANG2)
|
||||
static void P_SpawnItemCapsuleParts(mobj_t *mobj)
|
||||
{
|
||||
UINT8 i;
|
||||
mobj_t *part;
|
||||
fixed_t buttScale = 0;
|
||||
statenum_t buttState = S_ITEMCAPSULE_BOTTOM_SIDE_AIR;
|
||||
angle_t spin = ANGLE_MAX - ROTATIONSPEED;
|
||||
|
||||
if (P_IsObjectOnGround(mobj))
|
||||
{
|
||||
buttScale = 13*FRACUNIT/10;
|
||||
buttState = S_ITEMCAPSULE_BOTTOM_SIDE_GROUND;
|
||||
spin = 0;
|
||||
}
|
||||
|
||||
// inside item
|
||||
part = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_ITEMCAPSULE_PART);
|
||||
P_SetTarget(&part->target, mobj);
|
||||
P_SetMobjState(part, S_ITEMICON);
|
||||
part->movedir = ROTATIONSPEED; // rotation speed
|
||||
part->extravalue1 = 175*FRACUNIT/100; // relative scale
|
||||
part->flags2 |= MF2_CLASSICPUSH; // classicpush = centered horizontally
|
||||
part->flags2 &= ~MF2_OBJECTFLIP; // centered item should not be flipped
|
||||
part->eflags &= ~MFE_VERTICALFLIP;
|
||||
P_SetTarget(&mobj->tracer, part); // pointer to this item, so we can modify its sprite/frame
|
||||
|
||||
// capsule caps
|
||||
part = mobj;
|
||||
for (i = 0; i < CAPSULESIDES; i++)
|
||||
{
|
||||
// a bottom side
|
||||
P_SetTarget(&part->hnext, P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_ITEMCAPSULE_PART));
|
||||
P_SetTarget(&part->hnext->hprev, part);
|
||||
part = part->hnext;
|
||||
P_SetTarget(&part->target, mobj);
|
||||
P_SetMobjState(part, buttState);
|
||||
part->angle = i * ANG_CAPSULE;
|
||||
part->movedir = spin; // rotation speed
|
||||
part->movefactor = 0; // z offset
|
||||
part->extravalue1 = buttScale; // relative scale
|
||||
|
||||
// a top side
|
||||
P_SetTarget(&part->hnext, P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_ITEMCAPSULE_PART));
|
||||
P_SetTarget(&part->hnext->hprev, part);
|
||||
part = part->hnext;
|
||||
P_SetTarget(&part->target, mobj);
|
||||
P_SetMobjState(part, S_ITEMCAPSULE_TOP_SIDE);
|
||||
part->angle = i * ANG_CAPSULE;
|
||||
part->movedir = spin; // rotation speed
|
||||
part->movefactor = mobj->info->height - part->info->height; // z offset
|
||||
}
|
||||
|
||||
P_RefreshItemCapsuleParts(mobj);
|
||||
}
|
||||
#undef CAPSULESIDES
|
||||
#undef ANG_CAPSULE
|
||||
#undef ROTATIONSPEED
|
||||
|
||||
//
|
||||
// P_BossTargetPlayer
|
||||
// If closest is true, find the closest player.
|
||||
|
|
@ -6153,6 +6344,14 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
|
|||
mobj->z -= (mobj->height - oldHeight);
|
||||
}
|
||||
|
||||
// spawn parts if not done yet
|
||||
// (this SHOULD be done when the capsule is spawned, but gravflip isn't set up at that point)
|
||||
if (!(mobj->flags2 & MF2_JUSTATTACKED))
|
||||
{
|
||||
mobj->flags2 |= MF2_JUSTATTACKED;
|
||||
P_SpawnItemCapsuleParts(mobj);
|
||||
}
|
||||
|
||||
// update & animate capsule
|
||||
if (!P_MobjWasRemoved(mobj->tracer))
|
||||
{
|
||||
|
|
@ -9433,8 +9632,6 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
|
|||
// SRB2Kart
|
||||
case MT_ITEMCAPSULE:
|
||||
{
|
||||
fixed_t oldHeight = mobj->height;
|
||||
|
||||
// set default item & count
|
||||
#if 0 // set to 1 to test capsules with random items, e.g. with objectplace
|
||||
if (P_RandomChance(FRACUNIT/3))
|
||||
|
|
@ -9451,17 +9648,10 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
|
|||
mobj->movecount = 1;
|
||||
#endif
|
||||
|
||||
// grounded/aerial properties
|
||||
P_AdjustMobjFloorZ_FFloors(mobj, mobj->subsector->sector, 0);
|
||||
if (!P_IsObjectOnGround(mobj))
|
||||
mobj->flags |= MF_NOGRAVITY;
|
||||
|
||||
// set starting scale
|
||||
mobj->extravalue1 = mobj->scale; // this acts as the capsule's destscale; we're avoiding P_MobjScaleThink because we want aerial capsules not to scale from their center
|
||||
mobj->scalespeed >>= 1;
|
||||
P_SetScale(mobj, mobj->destscale = mapobjectscale >> 4);
|
||||
if (mobj->eflags & MFE_VERTICALFLIP)
|
||||
mobj->z += (oldHeight - mobj->height);
|
||||
|
||||
break;
|
||||
}
|
||||
|
|
@ -11721,6 +11911,22 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
|
|||
}
|
||||
case MT_ITEMCAPSULE:
|
||||
{
|
||||
// we have to adjust for reverse gravity early so that the below grounded checks work
|
||||
if (mthing->options & MTF_OBJECTFLIP)
|
||||
{
|
||||
mobj->eflags |= MFE_VERTICALFLIP;
|
||||
mobj->flags2 |= MF2_OBJECTFLIP;
|
||||
mobj->z += FixedMul(mobj->extravalue1, mobj->info->height) - mobj->height;
|
||||
}
|
||||
|
||||
// determine whether this capsule is grounded or aerial
|
||||
if (mobj->subsector->sector->ffloors)
|
||||
P_AdjustMobjFloorZ_FFloors(mobj, mobj->subsector->sector, 0);
|
||||
if (mobj->subsector->polyList)
|
||||
P_AdjustMobjFloorZ_PolyObjs(mobj, mobj->subsector);
|
||||
if (!P_IsObjectOnGround(mobj))
|
||||
mobj->flags |= MF_NOGRAVITY;
|
||||
|
||||
// Angle = item type
|
||||
if (mthing->angle > 0 && mthing->angle < NUMKARTITEMS)
|
||||
mobj->threshold = mthing->angle;
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue