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Double spectator movement speed to keep up with action better, scale it with map size
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parent
1201acce4b
commit
2d5551ca5b
1 changed files with 5 additions and 5 deletions
10
src/p_user.c
10
src/p_user.c
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@ -5028,9 +5028,9 @@ static void P_SpectatorMovement(player_t *player)
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player->mo->z = player->mo->floorz;
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if (cmd->buttons & BT_ACCELERATE)
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player->mo->z += FRACUNIT*16;
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player->mo->z += 32*mapheaderinfo[gamemap-1]->mobj_scale;
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else if (cmd->buttons & BT_BRAKE)
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player->mo->z -= FRACUNIT*16;
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player->mo->z -= 32*mapheaderinfo[gamemap-1]->mobj_scale;
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// Aiming needed for SEENAMES, etc.
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// We may not need to fire as a spectator, but this is still handy!
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@ -5039,14 +5039,14 @@ static void P_SpectatorMovement(player_t *player)
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player->mo->momx = player->mo->momy = player->mo->momz = 0;
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if (cmd->forwardmove != 0)
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{
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P_Thrust(player->mo, player->mo->angle, cmd->forwardmove*(FRACUNIT/2));
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P_Thrust(player->mo, player->mo->angle, cmd->forwardmove*(mapheaderinfo[gamemap-1]->mobj_scale));
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// Quake-style flying spectators :D
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player->mo->momz += FixedMul(cmd->forwardmove*(FRACUNIT/2), AIMINGTOSLOPE(player->aiming));
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player->mo->momz += FixedMul(cmd->forwardmove*(mapheaderinfo[gamemap-1]->mobj_scale), AIMINGTOSLOPE(player->aiming));
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}
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if (cmd->sidemove != 0)
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{
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P_Thrust(player->mo, player->mo->angle-ANGLE_90, cmd->sidemove*(FRACUNIT/2));
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P_Thrust(player->mo, player->mo->angle-ANGLE_90, cmd->sidemove*(mapheaderinfo[gamemap-1]->mobj_scale));
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}
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}
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