Super random push

Looks better to me, and makes cone have a more pronounced effect
This commit is contained in:
Sally Coolatta 2021-12-24 09:50:00 -05:00
parent 8cdfe87dca
commit ff3cb90cda

View file

@ -630,19 +630,21 @@ static void K_SpawnFootstepParticle(mobj_t *mo, t_footstep_t *fs)
tireAngle = (mo->angle + ANGLE_180); tireAngle = (mo->angle + ANGLE_180);
} }
pushAngle = K_MomentumAngle(mo) + ANGLE_180;
if ((leveltime / 2) & 1) if ((leveltime / 2) & 1)
{ {
tireAngle -= ANGLE_45; tireAngle -= ANGLE_45;
tireAngle -= P_RandomRange(0, fs->cone / ANG1) * ANG1; tireAngle -= P_RandomRange(0, fs->cone / ANG1) * ANG1;
pushAngle -= P_RandomRange(0, fs->cone / ANG1) * ANG1;
} }
else else
{ {
tireAngle += ANGLE_45; tireAngle += ANGLE_45;
tireAngle += P_RandomRange(0, fs->cone / ANG1) * ANG1; tireAngle += P_RandomRange(0, fs->cone / ANG1) * ANG1;
pushAngle += P_RandomRange(0, fs->cone / ANG1) * ANG1;
} }
pushAngle = K_MomentumAngle(mo) + ANGLE_180;
dust = P_SpawnMobjFromMobj( dust = P_SpawnMobjFromMobj(
mo, mo,
(P_RandomRange(-2, 2) * FRACUNIT) + (24 * FINECOSINE(tireAngle >> ANGLETOFINESHIFT)), (P_RandomRange(-2, 2) * FRACUNIT) + (24 * FINECOSINE(tireAngle >> ANGLETOFINESHIFT)),