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Adjust Trailing items to behave nicer
Added extra boolean for P_SlideMove forceslide, since kart's walls are almost all bouncy slidemove will almost always bounce things instead, even if we don't want it to.
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parent
65c5c94563
commit
101a560d4e
4 changed files with 16 additions and 15 deletions
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@ -1009,10 +1009,11 @@ static int lib_pTeleportMove(lua_State *L)
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static int lib_pSlideMove(lua_State *L)
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{
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mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
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boolean forceslide = luaL_checkboolean(L, 2);
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NOHUD
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if (!mo)
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return LUA_ErrInvalid(L, "mobj_t");
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P_SlideMove(mo);
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P_SlideMove(mo, forceslide);
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return 0;
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}
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@ -326,7 +326,7 @@ boolean P_CheckCameraPosition(fixed_t x, fixed_t y, camera_t *thiscam);
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boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff);
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boolean P_Move(mobj_t *actor, fixed_t speed);
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boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z);
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void P_SlideMove(mobj_t *mo);
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void P_SlideMove(mobj_t *mo, boolean forceslide);
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void P_BounceMove(mobj_t *mo);
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boolean P_CheckSight(mobj_t *t1, mobj_t *t2);
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void P_CheckHoopPosition(mobj_t *hoopthing, fixed_t x, fixed_t y, fixed_t z, fixed_t radius);
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@ -3521,8 +3521,9 @@ stairstep:
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// and slide along it
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//
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// This is a kludgy mess.
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// Kart 2017-10-25: add forceslide to hav the option to force something to slide instead of bounce
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//
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void P_SlideMove(mobj_t *mo)
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void P_SlideMove(mobj_t *mo, boolean forceslide)
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{
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fixed_t leadx, leady, trailx, traily, newx, newy;
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INT16 hitcount = 0;
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@ -3600,7 +3601,7 @@ retry:
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PT_ADDLINES, PTR_SlideTraverse);
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// Some walls are bouncy even if you're not
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if (bestslideline && !(bestslideline->flags & ML_BOUNCY)) // SRB2kart - All walls are bouncy unless specified otherwise
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if (!forceslide && bestslideline && !(bestslideline->flags & ML_BOUNCY)) // SRB2kart - All walls are bouncy unless specified otherwise
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{
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P_BounceMove(mo);
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return;
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21
src/p_mobj.c
21
src/p_mobj.c
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@ -1809,7 +1809,7 @@ void P_XYMovement(mobj_t *mo)
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}
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else if (player || mo->flags & (MF_SLIDEME|MF_PUSHABLE))
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{ // try to slide along it
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P_SlideMove(mo);
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P_SlideMove(mo, false);
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xmove = ymove = 0;
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}
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else if (mo->type == MT_SPINFIRE)
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@ -1990,7 +1990,7 @@ static void P_RingXYMovement(mobj_t *mo)
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I_Assert(!P_MobjWasRemoved(mo));
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if (!P_SceneryTryMove(mo, mo->x + mo->momx, mo->y + mo->momy))
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P_SlideMove(mo);
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P_SlideMove(mo, false);
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}
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static void P_SceneryXYMovement(mobj_t *mo)
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@ -2004,7 +2004,7 @@ static void P_SceneryXYMovement(mobj_t *mo)
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oldy = mo->y;
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if (!P_SceneryTryMove(mo, mo->x + mo->momx, mo->y + mo->momy))
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P_SlideMove(mo);
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P_SlideMove(mo, false);
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if ((!(mo->eflags & MFE_VERTICALFLIP) && mo->z > mo->floorz) || (mo->eflags & MFE_VERTICALFLIP && mo->z+mo->height < mo->ceilingz))
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return; // no friction when airborne
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@ -6622,14 +6622,13 @@ void P_MobjThinker(mobj_t *mobj)
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if (mobj->target->player)
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mobj->scale = mobj->target->scale;
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P_UnsetThingPosition(mobj);
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{
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const angle_t fa = mobj->angle>>ANGLETOFINESHIFT;
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mobj->x = mobj->target->x + FixedMul(FINECOSINE(fa),radius);
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mobj->y = mobj->target->y + FixedMul(FINESINE(fa), radius);
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mobj->z = mobj->target->z + HEIGHT;
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P_SetThingPosition(mobj);
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}
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P_TeleportMove(mobj, mobj->target->x, mobj->target->y, mobj->target->z);
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mobj->momx = FixedMul(FINECOSINE(mobj->angle>>ANGLETOFINESHIFT),radius);
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mobj->momy = FixedMul(FINESINE(mobj->angle>>ANGLETOFINESHIFT), radius);
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if (!P_TryMove(mobj, mobj->target->x + mobj->momx, mobj->target->y + mobj->momy, false))
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P_SlideMove(mobj, true);
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mobj->z = mobj->floorz;
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mobj->momx = mobj->momy = 0;
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// Was this so hard?
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if ((mobj->type == MT_GREENSHIELD && !(mobj->target->player->kartstuff[k_greenshell] & 1))
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