Make SPB follow the same rules too

This commit is contained in:
SeventhSentinel 2018-12-13 09:34:27 -05:00
parent bbf8222767
commit 6d19be6412
2 changed files with 5 additions and 7 deletions

View file

@ -2539,8 +2539,10 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I
th->cvmem = SKINCOLOR_KETCHUP;
/* FALLTHRU */
case MT_JAWZ_DUD:
th->movefactor = finalspeed;
S_StartSound(th, th->info->activesound);
/* FALLTHRU */
case MT_SPB:
th->movefactor = finalspeed;
break;
default:
break;
@ -2890,7 +2892,7 @@ static mobj_t *K_ThrowKartItem(player_t *player, boolean missile, mobjtype_t map
return NULL;
// Figure out projectile speed by game speed
if (mapthing == MT_ORBINAUT || mapthing == MT_JAWZ || mapthing == MT_JAWZ_DUD) // Trying to keep compatability...
if (missile) // Trying to keep compatability...
{
PROJSPEED = mobjinfo[mapthing].speed;
if (gamespeed == 0)

View file

@ -8348,11 +8348,7 @@ void A_SPBChase(mobj_t *actor)
#endif
// Default speed
wspeed = FixedMul(actor->info->speed, mapheaderinfo[gamemap-1]->mobj_scale);
if (gamespeed == 0)
wspeed = FixedMul(wspeed, FRACUNIT-FRACUNIT/4);
else if (gamespeed == 2)
wspeed = FixedMul(wspeed, FRACUNIT+FRACUNIT/4);
wspeed = actor->movefactor;
if (actor->threshold) // Just fired, go straight.
{