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Fix respawning in reverse gravity
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b9264821a2
commit
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5 changed files with 17 additions and 4 deletions
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@ -275,6 +275,7 @@ typedef enum
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k_nextcheck, // Next checkpoint distance; for p_user.c (was "pw_ncd")
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k_waypoint, // Waypoints.
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k_starpostwp, // Temporarily stores player waypoint for... some reason. Used when respawning and finishing.
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k_starpostflip, // the last starpost we hit requires flipping?
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k_respawn, // Timer for the DEZ laser respawn effect
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k_dropdash, // Charge up for respawn Drop Dash
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@ -2371,6 +2371,7 @@ void G_PlayerReborn(INT32 player)
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INT32 bumper;
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INT32 comebackpoints;
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INT32 wanted;
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INT32 respawnflip;
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boolean songcredit = false;
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score = players[player].score;
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@ -2411,6 +2412,7 @@ void G_PlayerReborn(INT32 player)
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starposty = players[player].starposty;
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starpostz = players[player].starpostz;
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starpostnum = players[player].starpostnum;
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respawnflip = players[player].kartstuff[k_starpostflip]; //SRB2KART
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starpostangle = players[player].starpostangle;
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jumpfactor = players[player].jumpfactor;
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thokitem = players[player].thokitem;
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@ -2530,6 +2532,7 @@ void G_PlayerReborn(INT32 player)
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p->kartstuff[k_comebacktimer] = comebacktime;
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p->kartstuff[k_wanted] = wanted;
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p->kartstuff[k_eggmanblame] = -1;
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p->kartstuff[k_starpostflip] = respawnflip;
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// Don't do anything immediately
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p->pflags |= PF_USEDOWN;
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@ -1468,6 +1468,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
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player->starpostz = special->z>>FRACBITS;
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player->starpostangle = special->angle;
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player->starpostnum = special->health;
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player->kartstuff[k_starpostflip] = special->spawnpoint->options & MTF_OBJECTFLIP; // store flipping
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//S_StartSound(toucher, special->info->painsound);
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return;
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13
src/p_mobj.c
13
src/p_mobj.c
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@ -11137,7 +11137,7 @@ void P_MovePlayerToSpawn(INT32 playernum, mapthing_t *mthing)
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if (mthing->options >> ZSHIFT)
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z -= ((mthing->options >> ZSHIFT) << FRACBITS);
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if (p->kartstuff[k_respawn])
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z -= 128*FRACUNIT; // Too late for v1, but for later: 128*mapobjectscale;
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z -= 128*mapobjectscale;
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}
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else
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{
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@ -11145,7 +11145,7 @@ void P_MovePlayerToSpawn(INT32 playernum, mapthing_t *mthing)
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if (mthing->options >> ZSHIFT)
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z += ((mthing->options >> ZSHIFT) << FRACBITS);
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if (p->kartstuff[k_respawn])
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z += 128*FRACUNIT; // Too late for v1, but for later: 128*mapobjectscale;
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z += 128*mapobjectscale;
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}
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if (mthing->options & MTF_OBJECTFLIP) // flip the player!
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@ -11206,7 +11206,14 @@ void P_MovePlayerToStarpost(INT32 playernum)
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#endif
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sector->ceilingheight;
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z = (p->starpostz + 128) << FRACBITS; // Respawn off the ground
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if (mobj->player->kartstuff[k_starpostflip])
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z = (p->starpostz<<FRACBITS) - FixedMul(128<<FRACBITS, mapobjectscale) - mobj->height;
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else
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z = (p->starpostz<<FRACBITS) + FixedMul(128<<FRACBITS, mapobjectscale);
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//z = (p->starpostz + 128) << FRACBITS; // reverse gravity exists, pls
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mobj->player->kartstuff[k_starpostflip] = 0;
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if (z < floor)
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z = floor;
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else if (z > ceiling - mobjinfo[MT_PLAYER].height)
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@ -4247,13 +4247,14 @@ DoneSection2:
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player->starpostx = player->mo->x>>FRACBITS;
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player->starposty = player->mo->y>>FRACBITS;
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player->starpostz = player->mo->floorz>>FRACBITS;
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player->kartstuff[k_starpostflip] = player->mo->flags2 = MF2_OBJECTFLIP; // store flipping
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player->starpostangle = player->mo->angle; //R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy); torn; a momentum-based guess is less likely to be wrong in general, but when it IS wrong, it fucks you over entirely...
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}
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else
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{
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// SRB2kart 200117
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// Reset starposts (checkpoints) info
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player->starpostangle = player->starpostx = player->starposty = player->starpostz = 0;
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player->starpostangle = player->starpostx = player->starposty = player->starpostz = player->kartstuff[k_starpostflip] = 0;
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}
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if (P_IsLocalPlayer(player))
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