More Jawz tweaking

- Z pos checking is Battle-only now
- Made the Z pos limit much higher
- Increased its range in Battle
This commit is contained in:
TehRealSalt 2018-09-06 16:05:57 -04:00
parent d299e59ce9
commit 3520a3fb55

View file

@ -3209,10 +3209,6 @@ player_t *K_FindJawzTarget(mobj_t *actor, player_t *source)
if (player->kartstuff[k_hyudorotimer])
continue;
// Z pos too high/low
if (abs(player->mo->z - (actor->z + actor->momz)) > 48<<FRACBITS)
continue;
// Find the angle, see who's got the best.
thisang = actor->angle - R_PointToAngle2(actor->x, actor->y, player->mo->x, player->mo->y);
if (thisang > ANGLE_180)
@ -3240,9 +3236,13 @@ player_t *K_FindJawzTarget(mobj_t *actor, player_t *source)
if (player->kartstuff[k_bumper] <= 0)
continue;
// Z pos too high/low
if (abs(player->mo->z - (actor->z + actor->momz)) > RING_DIST/8)
continue;
thisdist = P_AproxDistance(player->mo->x - (actor->x + actor->momx), player->mo->y - (actor->y + actor->momy));
if (thisdist > RING_DIST) // Don't go for people who are too far away
if (thisdist > 2*RING_DIST) // Don't go for people who are too far away
continue;
thisavg = (AngleFixed(thisang) + thisdist) / 2;