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More Jawz tweaking
- Z pos checking is Battle-only now - Made the Z pos limit much higher - Increased its range in Battle
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1 changed files with 5 additions and 5 deletions
10
src/k_kart.c
10
src/k_kart.c
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@ -3209,10 +3209,6 @@ player_t *K_FindJawzTarget(mobj_t *actor, player_t *source)
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if (player->kartstuff[k_hyudorotimer])
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continue;
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// Z pos too high/low
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if (abs(player->mo->z - (actor->z + actor->momz)) > 48<<FRACBITS)
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continue;
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// Find the angle, see who's got the best.
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thisang = actor->angle - R_PointToAngle2(actor->x, actor->y, player->mo->x, player->mo->y);
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if (thisang > ANGLE_180)
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@ -3240,9 +3236,13 @@ player_t *K_FindJawzTarget(mobj_t *actor, player_t *source)
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if (player->kartstuff[k_bumper] <= 0)
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continue;
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// Z pos too high/low
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if (abs(player->mo->z - (actor->z + actor->momz)) > RING_DIST/8)
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continue;
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thisdist = P_AproxDistance(player->mo->x - (actor->x + actor->momx), player->mo->y - (actor->y + actor->momy));
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if (thisdist > RING_DIST) // Don't go for people who are too far away
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if (thisdist > 2*RING_DIST) // Don't go for people who are too far away
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continue;
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thisavg = (AngleFixed(thisang) + thisdist) / 2;
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