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Make SPB slightly fairer on conveyors
It is possible to outrun SPB on gramet now
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commit
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1 changed files with 6 additions and 5 deletions
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@ -8369,10 +8369,11 @@ void A_SPBChase(mobj_t *actor)
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if (actor->tracer->player) // 7/8ths max speed for Knuckles, 3/4ths max speed for min accel, exactly max speed for max accel
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if (actor->tracer->player) // 7/8ths max speed for Knuckles, 3/4ths max speed for min accel, exactly max speed for max accel
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{
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{
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actor->lastlook = actor->tracer->player-players; // Save the player num for death scumming...
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actor->lastlook = actor->tracer->player-players; // Save the player num for death scumming...
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if (!P_IsObjectOnGround(actor->tracer) && !actor->tracer->player->kartstuff[k_pogospring])
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if (!P_IsObjectOnGround(actor->tracer) /*&& !actor->tracer->player->kartstuff[k_pogospring]*/)
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defspeed = 7*actor->tracer->player->speed/8; // In the air you have no control; basically don't hit unless you make a near complete stop
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defspeed = (7*actor->tracer->player->speed)/8; // In the air you have no control; basically don't hit unless you make a near complete stop
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else
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else
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defspeed = ((33 - actor->tracer->player->kartspeed) * K_GetKartSpeed(actor->tracer->player, false)) / 32;
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defspeed = ((33 - actor->tracer->player->kartspeed) * K_GetKartSpeed(actor->tracer->player, false)) / 32;
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defspeed -= (9*R_PointToDist2(0, 0, actor->tracer->player->cmomx, actor->tracer->player->cmomy))/8; // Be fairer on conveyors
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}
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}
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// Play the intimidating gurgle
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// Play the intimidating gurgle
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@ -8436,9 +8437,9 @@ void A_SPBChase(mobj_t *actor)
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actor->z + (actor->height/2) + (P_RandomRange(-24,24) * actor->scale),
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actor->z + (actor->height/2) + (P_RandomRange(-24,24) * actor->scale),
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MT_FASTLINE);
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MT_FASTLINE);
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fast->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy);
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fast->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy);
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//fast->momx = 3*actor->momx/4;
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//fast->momx = (3*actor->momx)/4;
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//fast->momy = 3*actor->momy/4;
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//fast->momy = (3*actor->momy)/4;
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//fast->momz = 3*actor->momz/4;
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//fast->momz = (3*actor->momz)/4;
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fast->color = SKINCOLOR_RED;
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fast->color = SKINCOLOR_RED;
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fast->colorized = true;
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fast->colorized = true;
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K_MatchGenericExtraFlags(fast, actor);
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K_MatchGenericExtraFlags(fast, actor);
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