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Change sliding physics and standing/rolling rules on slopes
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parent
1376f399d3
commit
7b0e98ef35
2 changed files with 38 additions and 5 deletions
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@ -868,11 +868,32 @@ void P_ButteredSlope(mobj_t *mo)
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if (!mo->standingslope)
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return;
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if (abs(mo->standingslope->zdelta) < FRACUNIT/3)
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return; // Don't apply physics to slopes that aren't steep enough
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if (mo->player) {
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if (abs(mo->standingslope->zdelta) < FRACUNIT/4 && !(mo->player->pflags & PF_SPINNING))
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return; // Don't slide on non-steep slopes unless spinning
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if (abs(mo->standingslope->zdelta) < FRACUNIT/2 && !(mo->player->rmomx || mo->player->rmomy))
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return; // Allow the player to stand still on slopes below a certain steepness
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}
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thrust = FINESINE(mo->standingslope->zangle>>ANGLETOFINESHIFT) * 3 / 2 * (mo->eflags & MFE_VERTICALFLIP ? 1 : -1);
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if (mo->player && (mo->player->pflags & PF_SPINNING)) {
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fixed_t mult = 0;
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if (mo->momx || mo->momy) {
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angle_t angle = R_PointToAngle2(0, 0, mo->momx, mo->momy) - mo->standingslope->xydirection;
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if (P_MobjFlip(mo) * mo->standingslope->zdelta < 0)
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angle ^= ANGLE_180;
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mult = FINECOSINE(angle >> ANGLETOFINESHIFT);
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}
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CONS_Printf("%d\n", mult);
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thrust = FixedMul(thrust, FRACUNIT*2/3 + mult/8);
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}
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if (mo->momx || mo->momy) // Slightly increase thrust based on the object's speed
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thrust = FixedMul(thrust, FRACUNIT+P_AproxDistance(mo->momx, mo->momy)/16);
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// This makes it harder to zigzag up steep slopes, as well as allows greater top speed when rolling down
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18
src/p_user.c
18
src/p_user.c
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@ -3758,7 +3758,11 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd)
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if ((player->charability2 == CA2_SPINDASH) && !(player->pflags & PF_SLIDING) && !player->exiting
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&& !P_PlayerInPain(player)) // subsequent revs
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{
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if ((cmd->buttons & BT_USE) && player->speed < FixedMul(5<<FRACBITS, player->mo->scale) && !player->mo->momz && onground && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING))
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if ((cmd->buttons & BT_USE) && player->speed < FixedMul(5<<FRACBITS, player->mo->scale) && !player->mo->momz && onground && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING)
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#ifdef ESLOPE
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&& (!player->mo->standingslope || abs(player->mo->standingslope->zdelta) < FRACUNIT/2)
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#endif
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)
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{
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player->mo->momx = player->cmomx;
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player->mo->momy = player->cmomy;
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@ -3787,7 +3791,11 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd)
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// down the spin button and not spinning.
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// AKA Just go into a spin on the ground, you idiot. ;)
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else if ((cmd->buttons & BT_USE || ((twodlevel || (player->mo->flags2 & MF2_TWOD)) && cmd->forwardmove < -20))
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&& !player->climbing && !player->mo->momz && onground && player->speed > FixedMul(5<<FRACBITS, player->mo->scale) && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING))
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&& !player->climbing && !player->mo->momz && onground && (player->speed > FixedMul(5<<FRACBITS, player->mo->scale)
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#ifdef ESLOPE
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|| (player->mo->standingslope && abs(player->mo->standingslope->zdelta) >= FRACUNIT/2)
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#endif
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) && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING))
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{
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player->pflags |= PF_SPINNING;
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P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
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@ -3799,7 +3807,11 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd)
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// Rolling normally
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if (onground && player->pflags & PF_SPINNING && !(player->pflags & PF_STARTDASH)
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&& player->speed < FixedMul(5*FRACUNIT,player->mo->scale))
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&& player->speed < FixedMul(5*FRACUNIT,player->mo->scale)
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#ifdef ESLOPE
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&& (!player->mo->standingslope || abs(player->mo->standingslope->zdelta) < FRACUNIT/2)
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#endif
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)
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{
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if (GETSECSPECIAL(player->mo->subsector->sector->special, 4) == 7 || (player->mo->ceilingz - player->mo->floorz < P_GetPlayerHeight(player)))
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P_InstaThrust(player->mo, player->mo->angle, FixedMul(10*FRACUNIT, player->mo->scale));
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