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https://github.com/KartKrewDev/RingRacers.git
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Merge branch 'wall-transfer-everything' into 'master'
Wall transfer Orbinauts, Jawz, Ballhogs (and literally every object) See merge request KartKrew/Kart!701
This commit is contained in:
commit
e8f75be938
2 changed files with 76 additions and 78 deletions
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@ -13209,7 +13209,6 @@ void A_ItemPop(mobj_t *actor)
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void A_JawzChase(mobj_t *actor)
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{
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const fixed_t currentspeed = R_PointToDist2(0, 0, actor->momx, actor->momy);
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player_t *player;
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fixed_t thrustamount = 0;
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fixed_t frictionsafety = (actor->friction == 0) ? 1 : actor->friction;
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@ -13294,30 +13293,29 @@ void A_JawzChase(mobj_t *actor)
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P_SetTarget(&actor->tracer, NULL);
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}
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if (!P_IsObjectOnGround(actor))
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{
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// No friction in the air
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frictionsafety = FRACUNIT;
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}
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if (currentspeed >= topspeed)
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{
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// Thrust as if you were at top speed, slow down naturally
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thrustamount = FixedDiv(topspeed, frictionsafety) - topspeed;
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}
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else
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{
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const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
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// Thrust to immediately get to top speed
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thrustamount = beatfriction + FixedDiv(topspeed - currentspeed, frictionsafety);
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}
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if (!actor->tracer)
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{
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actor->angle = K_MomentumAngle(actor);
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}
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P_Thrust(actor, actor->angle, thrustamount);
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if (P_IsObjectOnGround(actor))
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{
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const fixed_t currentspeed = R_PointToDist2(0, 0, actor->momx, actor->momy);
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if (currentspeed >= topspeed)
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{
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// Thrust as if you were at top speed, slow down naturally
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thrustamount = FixedDiv(topspeed, frictionsafety) - topspeed;
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}
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else
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{
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const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
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// Thrust to immediately get to top speed
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thrustamount = beatfriction + FixedDiv(topspeed - currentspeed, frictionsafety);
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}
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P_Thrust(actor, actor->angle, thrustamount);
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}
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if ((actor->tracer != NULL) && (actor->tracer->health > 0))
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return;
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116
src/p_mobj.c
116
src/p_mobj.c
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@ -1594,21 +1594,7 @@ void P_XYMovement(mobj_t *mo)
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else if (P_MobjWasRemoved(mo))
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return;
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//{ SRB2kart - Jawz
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if (mo->type == MT_JAWZ || mo->type == MT_JAWZ_DUD)
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{
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if (mo->health == 1)
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{
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// This Item Damage
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S_StartSound(mo, mo->info->deathsound);
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P_KillMobj(mo, NULL, NULL, DMG_NORMAL);
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P_SetObjectMomZ(mo, 8*FRACUNIT, false);
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P_InstaThrust(mo, R_PointToAngle2(mo->x, mo->y, mo->x + xmove, mo->y + ymove)+ANGLE_90, 16*FRACUNIT);
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}
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}
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//}
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else if (mo->flags & MF_MISSILE)
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if (mo->flags & MF_MISSILE)
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{
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// explode a missile
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if (P_CheckSkyHit(mo))
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@ -1671,7 +1657,7 @@ void P_XYMovement(mobj_t *mo)
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{
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boolean walltransferred = false;
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if (player || mo->flags & MF_SLIDEME)
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//if (player || mo->flags & MF_SLIDEME)
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{ // try to slide along it
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// Wall transfer part 1.
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pslope_t *transferslope = NULL;
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@ -1745,23 +1731,32 @@ void P_XYMovement(mobj_t *mo)
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fx->scale = mo->scale;
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}
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if (mo->type == MT_ORBINAUT) // Orbinaut speed decreasing
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switch (mo->type)
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{
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if (mo->health > 1)
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{
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S_StartSound(mo, mo->info->attacksound);
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mo->health--;
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mo->threshold = 0;
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}
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else if (mo->health == 1)
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{
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// This Item Damage
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S_StartSound(mo, mo->info->deathsound);
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P_KillMobj(mo, NULL, NULL, DMG_NORMAL);
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case MT_ORBINAUT: // Orbinaut speed decreasing
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if (mo->health > 1)
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{
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S_StartSound(mo, mo->info->attacksound);
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mo->health--;
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mo->threshold = 0;
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}
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/*FALLTHRU*/
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P_SetObjectMomZ(mo, 8*FRACUNIT, false);
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P_InstaThrust(mo, R_PointToAngle2(mo->x, mo->y, mo->x + xmove, mo->y + ymove)+ANGLE_90, 16*FRACUNIT);
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}
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case MT_JAWZ:
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case MT_JAWZ_DUD:
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if (mo->health == 1)
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{
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// This Item Damage
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S_StartSound(mo, mo->info->deathsound);
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P_KillMobj(mo, NULL, NULL, DMG_NORMAL);
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P_SetObjectMomZ(mo, 8*FRACUNIT, false);
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P_InstaThrust(mo, R_PointToAngle2(mo->x, mo->y, mo->x + xmove, mo->y + ymove)+ANGLE_90, 16*FRACUNIT);
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}
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break;
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default:
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break;
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}
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// Bubble bounce
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@ -6739,40 +6734,45 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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}
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else
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{
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fixed_t finalspeed = mobj->movefactor;
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const fixed_t currentspeed = R_PointToDist2(0, 0, mobj->momx, mobj->momy);
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fixed_t thrustamount = 0;
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fixed_t frictionsafety = (mobj->friction == 0) ? 1 : mobj->friction;
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mobj_t *ghost = P_SpawnGhostMobj(mobj);
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ghost->colorized = true; // already has color!
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if (!grounded)
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{
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// No friction in the air
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frictionsafety = FRACUNIT;
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}
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mobj->angle = K_MomentumAngle(mobj);
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if (mobj->health <= 5)
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{
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INT32 i;
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for (i = 5; i >= mobj->health; i--)
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finalspeed = FixedMul(finalspeed, FRACUNIT-FRACUNIT/4);
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}
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if (currentspeed >= finalspeed)
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if (P_IsObjectOnGround(mobj))
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{
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// Thrust as if you were at top speed, slow down naturally
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thrustamount = FixedDiv(finalspeed, frictionsafety) - finalspeed;
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}
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else
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{
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const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
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// Thrust to immediately get to top speed
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thrustamount = beatfriction + FixedDiv(finalspeed - currentspeed, frictionsafety);
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}
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fixed_t finalspeed = mobj->movefactor;
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const fixed_t currentspeed = R_PointToDist2(0, 0, mobj->momx, mobj->momy);
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fixed_t thrustamount = 0;
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fixed_t frictionsafety = (mobj->friction == 0) ? 1 : mobj->friction;
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P_Thrust(mobj, mobj->angle, thrustamount);
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if (!grounded)
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{
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// No friction in the air
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frictionsafety = FRACUNIT;
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}
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if (mobj->health <= 5)
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{
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INT32 i;
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for (i = 5; i >= mobj->health; i--)
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finalspeed = FixedMul(finalspeed, FRACUNIT-FRACUNIT/4);
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}
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if (currentspeed >= finalspeed)
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{
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// Thrust as if you were at top speed, slow down naturally
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thrustamount = FixedDiv(finalspeed, frictionsafety) - finalspeed;
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}
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else
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{
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const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
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// Thrust to immediately get to top speed
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thrustamount = beatfriction + FixedDiv(finalspeed - currentspeed, frictionsafety);
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}
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P_Thrust(mobj, mobj->angle, thrustamount);
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}
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if (P_MobjTouchingSectorSpecial(mobj, 3, 1, true))
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K_DoPogoSpring(mobj, 0, 1);
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