Remove thrust again

This commit is contained in:
TehRealSalt 2019-05-22 20:12:36 -04:00
parent 5caacfd91d
commit ed316ff4bd

View file

@ -739,17 +739,22 @@ static boolean PIT_CheckThing(mobj_t *thing)
if (tmthing->type == MT_PLAYER)
{
// K_KartBouncing causes desync, so we'll have to use a janky thrust instead
// Counter desyncs
/*mobj_t *oldthing = thing;
mobj_t *oldtmthing = tmthing;
P_Thrust(tmthing, R_PointToAngle2(thing->x, thing->y, tmthing->x, tmthing->y), 4*thing->scale);
thing = oldthing;
P_SetTarget(&tmthing, oldtmthing);*/
if (tmthing->player->kartstuff[k_spinouttimer] || tmthing->player->kartstuff[k_squishedtimer]
|| tmthing->player->powers[pw_flashing] || tmthing->player->kartstuff[k_hyudorotimer]
|| tmthing->player->kartstuff[k_justbumped] || tmthing->scale > thing->scale + (mapobjectscale/8))
return true;
// Player Damage
P_DamageMobj(tmthing, thing, ((thing->type == MT_BUBBLESHIELD) ? thing->target : thing), 1);
//K_KartBouncing(tmthing, thing, false, true);
K_SpinPlayer(tmthing->player, thing, 0, ((thing->type == MT_BUBBLESHIELD) ? thing->target : thing), false);
S_StartSound(thing, sfx_s3k44);
}
else
@ -792,17 +797,22 @@ static boolean PIT_CheckThing(mobj_t *thing)
if (thing->type == MT_PLAYER)
{
// K_KartBouncing causes desync, so we'll have to use a janky thrust instead
// Counter desyncs
/*mobj_t *oldthing = thing;
mobj_t *oldtmthing = tmthing;
P_Thrust(thing, R_PointToAngle2(tmthing->x, tmthing->y, thing->x, thing->y), 4*tmthing->scale);
thing = oldthing;
P_SetTarget(&tmthing, oldtmthing);*/
if (thing->player->kartstuff[k_spinouttimer] || thing->player->kartstuff[k_squishedtimer]
|| thing->player->powers[pw_flashing] || thing->player->kartstuff[k_hyudorotimer]
|| thing->player->kartstuff[k_justbumped] || thing->scale > tmthing->scale + (mapobjectscale/8))
return true;
// Player Damage
P_DamageMobj(thing, tmthing, ((tmthing->type == MT_BUBBLESHIELD) ? tmthing->target : tmthing), 1);
//K_KartBouncing(thing, tmthing, false, true);
K_SpinPlayer(thing->player, tmthing, 0, ((tmthing->type == MT_BUBBLESHIELD) ? tmthing->target : tmthing), false);
S_StartSound(tmthing, sfx_s3k44);
}
else