Merge branch 'bail-move-drain' into 'master'

Move bail ring drain to end of hitlag, bail stun reduction based on charge

See merge request kart-krew-dev/ring-racers-internal!2711
This commit is contained in:
Oni VelocitOni 2025-07-28 06:44:39 +00:00
commit efd7442c65
4 changed files with 97 additions and 94 deletions

View file

@ -1092,7 +1092,7 @@ struct player_t
UINT32 bailcharge;
UINT32 baildrop;
boolean bailquake;
boolean bailhitlag;
boolean analoginput; // Has an input been recorded that requires analog usage? For input display.

View file

@ -10095,10 +10095,9 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
if (player->baildrop)
{
if (player->stunned & 0x8000)
player->stunned = 0x8000 | BAILSTUN;
else
player->stunned = BAILSTUN;
// freeze the stunned timer while baildrop is active
// while retaining the value that was initially set
player->stunned++;
mobj_t *pmo = player->mo;
// particle spawn
@ -10132,10 +10131,92 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
player->ringboost /= 3;
}
if (player->bailquake && !player->mo->hitlag) // quake as soon as we leave hitlag
if (player->bailhitlag && !player->mo->hitlag) // do the ring reduction and set boost as soon as we leave hitlag
{
UINT32 debtrings = 20;
if (player->rings < 0)
{
debtrings += player->rings;
player->rings = 0;
}
UINT32 totalrings = player->rings + player->superring + player->pickuprings;
if (BAIL_CREDIT_DEBTRINGS)
totalrings += debtrings;
totalrings = max(totalrings, 0);
UINT32 bailboost = FixedInt(FixedMul(totalrings*FRACUNIT, BAIL_BOOST));
UINT32 baildrop = FixedInt(FixedMul((totalrings)*FRACUNIT, BAIL_DROP));
player->rings = -20;
player->superring = 0;
player->pickuprings = 0;
player->ringboxaward = 0;
player->ringboxdelay = 0;
player->superringdisplay = 0;
player->superringalert = 0;
player->superringpeak = 0;
player->counterdash += TICRATE/8;
// CONS_Printf("bailcharge: %d\n", player->bailcharge);
// Below: The stun the player gets from bailing is reduced as a pity if you did it out of Burst. Longer charge, shorter stun.
player->stunned = BAILSTUN - player->bailcharge*5/4; // note: bailcharge goes up by 2 every tic, not 1, so this is actually - charge duration *2
player->bailcharge = 0;
player->ringboost += bailboost * (3+K_GetKartRingPower(player, true));
player->baildrop += baildrop * BAIL_DROPFREQUENCY + 1;
if (player->amps > 0)
K_DefensiveOverdrive(player);
P_StartQuakeFromMobj(7, 50 * player->mo->scale, 2048 * player->mo->scale, player->mo);
player->bailquake = false;
player->bailhitlag = false;
}
if ((!P_PlayerInPain(player) && player->bailcharge >= 5) || player->bailcharge >= BAIL_MAXCHARGE)
{
mobj_t *bail = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_BAIL);
P_SetTarget(&bail->target, player->mo);
if (player->itemRoulette.active)
{
player->itemRoulette.active = false;
}
K_PopPlayerShield(player);
K_DeleteHnextList(player);
K_DropItems(player);
player->itemamount = 0;
player->itemtype = 0;
/*
if (player->itemamount)
{
K_DropPaperItem(player, player->itemtype, player->itemamount);
player->itemtype = player->itemamount = 0;
}
*/
K_AddHitLag(player->mo, TICRATE/4, false);
player->bailhitlag = true; // set for a one time quake effect as soon as hitlag ends
if (P_PlayerInPain(player))
{
player->spinouttimer = 0;
player->spinouttype = 0;
player->tumbleBounces = 0;
player->pflags &= ~PF_TUMBLELASTBOUNCE;
player->mo->rollangle = 0;
P_ResetPitchRoll(player->mo);
}
INT32 fls = K_GetEffectiveFollowerSkin(player);
if (player->follower && fls >= 0 && fls < numfollowers)
{
const follower_t *fl = &followers[fls];
S_StartSound(NULL, fl->hornsound);
}
S_StartSound(player->mo, sfx_kc33);
}
// The precise ordering of start-of-level made me want to cut my head off,
@ -14124,11 +14205,11 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
else if ((player->itemtype && player->itemamount) || player->rings > 0 || player->superring > 0 || player->pickuprings > 0 || player->itemRoulette.active)
{
// Set up bail charge, provided we have something to bail with (any rings or item resource).
boolean grounded = P_IsObjectOnGround(player->mo);
// boolean grounded = P_IsObjectOnGround(player->mo);
// onground && player->tumbleBounces == 0 ? player->bailcharge += 2 : player->bailcharge++; // charge twice as fast on the ground
player->bailcharge += 2;
// if ((P_PlayerInPain(player) && player->bailcharge == 1) || (grounded && P_PlayerInPain(player) && player->bailcharge == 2)) // this is brittle ..
if (player->bailcharge == 2)
if (P_PlayerInPain(player) && player->bailcharge == 2)
{
mobj_t *bail = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_BAILCHARGE);
S_StartSound(bail, sfx_gshb9); // I tried to use info.c, but you can't play sounds on mobjspawn via A_PlaySound
@ -14142,87 +14223,9 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
player->bailcharge = 0;
}
}
if ((!P_PlayerInPain(player) && player->bailcharge >= 5) || player->bailcharge >= BAIL_MAXCHARGE)
else
{
player->bailcharge = 0;
mobj_t *bail = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_BAIL);
P_SetTarget(&bail->target, player->mo);
UINT32 debtrings = 20;
if (player->rings < 0)
{
debtrings += player->rings;
player->rings = 0;
}
UINT32 totalrings = player->rings + player->superring + player->pickuprings;
if (BAIL_CREDIT_DEBTRINGS)
totalrings += debtrings;
totalrings = max(totalrings, 0);
UINT32 bailboost = FixedInt(FixedMul(totalrings*FRACUNIT, BAIL_BOOST));
UINT32 baildrop = FixedInt(FixedMul((totalrings)*FRACUNIT, BAIL_DROP));
if (player->itemRoulette.active)
{
player->itemRoulette.active = false;
}
K_PopPlayerShield(player);
K_DeleteHnextList(player);
K_DropItems(player);
player->itemamount = 0;
player->itemtype = 0;
/*
if (player->itemamount)
{
K_DropPaperItem(player, player->itemtype, player->itemamount);
player->itemtype = player->itemamount = 0;
}
*/
player->rings = -20;
player->superring = 0;
player->pickuprings = 0;
player->ringboxaward = 0;
player->ringboxdelay = 0;
player->superringdisplay = 0;
player->superringalert = 0;
player->superringpeak = 0;
player->counterdash += TICRATE/8;
player->ringboost += bailboost * (3+K_GetKartRingPower(player, true));
player->baildrop += baildrop * BAIL_DROPFREQUENCY + 1;
K_AddHitLag(player->mo, TICRATE/4, false);
player->bailquake = true; // set for a one time quake effect as soon as hitlag ends
if (P_PlayerInPain(player))
{
player->spinouttimer = 0;
player->spinouttype = 0;
player->tumbleBounces = 0;
player->pflags &= ~PF_TUMBLELASTBOUNCE;
player->mo->rollangle = 0;
P_ResetPitchRoll(player->mo);
}
INT32 fls = K_GetEffectiveFollowerSkin(player);
if (player->follower && fls >= 0 && fls < numfollowers)
{
const follower_t *fl = &followers[fls];
S_StartSound(NULL, fl->hornsound);
}
if (player->amps > 0)
K_DefensiveOverdrive(player);
S_StartSound(player->mo, sfx_kc33);
}
if (player && player->mo && K_PlayerCanUseItem(player))

View file

@ -286,8 +286,8 @@ static int player_get(lua_State *L)
lua_pushinteger(L, plr->bailcharge);
else if (fastcmp(field,"baildrop"))
lua_pushinteger(L, plr->baildrop);
else if (fastcmp(field,"bailquake"))
lua_pushboolean(L, plr->bailquake);
else if (fastcmp(field,"bailhitlag"))
lua_pushboolean(L, plr->bailhitlag);
else if (fastcmp(field,"dotrickfx"))
lua_pushboolean(L, plr->dotrickfx);
else if (fastcmp(field,"stingfx"))
@ -927,8 +927,8 @@ static int player_set(lua_State *L)
plr->bailcharge = luaL_checkinteger(L, 3);
else if (fastcmp(field,"baildrop"))
plr->baildrop = luaL_checkinteger(L, 3);
else if (fastcmp(field,"bailquake"))
plr->bailquake = luaL_checkboolean(L, 3);
else if (fastcmp(field,"bailhitlag"))
plr->bailhitlag = luaL_checkboolean(L, 3);
else if (fastcmp(field,"analoginput"))
plr->analoginput = luaL_checkboolean(L, 3);
else if (fastcmp(field,"transfer"))

View file

@ -683,7 +683,7 @@ static void P_NetArchivePlayers(savebuffer_t *save)
WRITEUINT32(save->p, players[i].bailcharge);
WRITEUINT32(save->p, players[i].baildrop);
WRITEUINT8(save->p, players[i].bailquake);
WRITEUINT8(save->p, players[i].bailhitlag);
WRITEUINT8(save->p, players[i].analoginput);
@ -1348,7 +1348,7 @@ static void P_NetUnArchivePlayers(savebuffer_t *save)
players[i].bailcharge = READUINT32(save->p);
players[i].baildrop = READUINT32(save->p);
players[i].bailquake = READUINT8(save->p);
players[i].bailhitlag = READUINT8(save->p);
players[i].analoginput = READUINT8(save->p);