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Super random push
Looks better to me, and makes cone have a more pronounced effect
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parent
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commit
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1 changed files with 4 additions and 2 deletions
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@ -630,19 +630,21 @@ static void K_SpawnFootstepParticle(mobj_t *mo, t_footstep_t *fs)
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tireAngle = (mo->angle + ANGLE_180);
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tireAngle = (mo->angle + ANGLE_180);
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}
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}
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pushAngle = K_MomentumAngle(mo) + ANGLE_180;
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if ((leveltime / 2) & 1)
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if ((leveltime / 2) & 1)
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{
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{
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tireAngle -= ANGLE_45;
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tireAngle -= ANGLE_45;
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tireAngle -= P_RandomRange(0, fs->cone / ANG1) * ANG1;
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tireAngle -= P_RandomRange(0, fs->cone / ANG1) * ANG1;
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pushAngle -= P_RandomRange(0, fs->cone / ANG1) * ANG1;
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}
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}
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else
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else
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{
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{
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tireAngle += ANGLE_45;
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tireAngle += ANGLE_45;
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tireAngle += P_RandomRange(0, fs->cone / ANG1) * ANG1;
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tireAngle += P_RandomRange(0, fs->cone / ANG1) * ANG1;
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pushAngle += P_RandomRange(0, fs->cone / ANG1) * ANG1;
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}
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}
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pushAngle = K_MomentumAngle(mo) + ANGLE_180;
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dust = P_SpawnMobjFromMobj(
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dust = P_SpawnMobjFromMobj(
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mo,
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mo,
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(P_RandomRange(-2, 2) * FRACUNIT) + (24 * FINECOSINE(tireAngle >> ANGLETOFINESHIFT)),
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(P_RandomRange(-2, 2) * FRACUNIT) + (24 * FINECOSINE(tireAngle >> ANGLETOFINESHIFT)),
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