mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
120 lines
2.7 KiB
C
120 lines
2.7 KiB
C
#include "../doomdef.h"
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#include "../p_local.h"
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#include "../p_mobj.h"
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#include "../d_player.h"
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#include "../k_kart.h"
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#include "../k_objects.h"
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#include "../v_video.h"
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#include "../r_main.h"
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#include "../g_game.h"
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void Obj_ServantHandHandling(player_t *player)
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{
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if (player->pflags & PF_WRONGWAY || player->pflags & PF_POINTME)
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{
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if (player->handtimer < TICRATE)
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{
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player->handtimer++;
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if (player->hand == NULL && player->handtimer == TICRATE)
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{
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mobj_t *hand = P_SpawnMobj(
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player->mo->x,
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player->mo->y,
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player->mo->z + player->mo->height + 30*mapobjectscale,
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MT_SERVANTHAND
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);
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if (hand)
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{
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K_FlipFromObject(hand, player->mo);
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hand->old_z = hand->z;
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P_SetTarget(&hand->target, player->mo);
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P_SetTarget(&player->hand, hand);
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hand->fuse = 8;
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}
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}
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}
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if (player->hand)
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{
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player->hand->destscale = mapobjectscale;
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}
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}
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else if (player->handtimer != 0)
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{
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player->handtimer--;
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}
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if (player->hand)
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{
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const fixed_t handpokespeed = 4;
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const fixed_t looping = handpokespeed - abs((player->hand->threshold % (handpokespeed*2)) - handpokespeed);
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fixed_t xoffs = 0, yoffs = 0;
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player->hand->color = player->skincolor;
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player->hand->angle = player->besthanddirection;
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if (player->hand->fuse != 0)
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{
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;
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}
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else if (looping != 0)
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{
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xoffs = FixedMul(2 * looping * mapobjectscale, FINECOSINE(player->hand->angle >> ANGLETOFINESHIFT)),
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yoffs = FixedMul(2 * looping * mapobjectscale, FINESINE(player->hand->angle >> ANGLETOFINESHIFT)),
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player->hand->threshold++;
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}
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else if (player->handtimer == 0)
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{
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player->hand->fuse = 8;
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}
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else
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{
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player->hand->threshold++;
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}
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if (player->hand->fuse != 0)
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{
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if ((player->hand->fuse > 4) ^ (player->handtimer < TICRATE/2))
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{
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player->hand->spritexscale = FRACUNIT/3;
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player->hand->spriteyscale = 3*FRACUNIT;
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}
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else
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{
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player->hand->spritexscale = 2*FRACUNIT;
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player->hand->spriteyscale = FRACUNIT/2;
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}
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}
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P_MoveOrigin(player->hand,
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player->mo->x + xoffs,
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player->mo->y + yoffs,
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player->mo->z + player->mo->height + 30*mapobjectscale
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);
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K_FlipFromObject(player->hand, player->mo);
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player->hand->sprzoff = player->mo->sprzoff;
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player->hand->renderflags &= ~RF_DONTDRAW;
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player->hand->renderflags |= (RF_DONTDRAW & ~K_GetPlayerDontDrawFlag(player));
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}
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}
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void Obj_PointPlayersToXY(fixed_t x, fixed_t y)
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{
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for(int i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i] || players[i].spectator || !players[i].mo)
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continue;
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angle_t angletotarget = R_PointToAngle2(
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players[i].mo->x, players[i].mo->y,
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x, y);
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players[i].pflags |= PF_POINTME;
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players[i].besthanddirection = angletotarget;
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}
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}
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