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Merge branch 'goop-dampen' into 'next'
Goo Water (THZ Goop) adjustements At Nev3r's request: Adjusted goop so that you spend less time bouncing around in it. The goop will become a walkable surface with a higher velocity threshold. The actual goop physics haven't been altered as far as the initial entrance and underwater time is concerned, only leaving goop and subsequent bounces has been dampened significantly. See merge request !7
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commit
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2 changed files with 3 additions and 5 deletions
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@ -1223,7 +1223,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
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{
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// If you're inside goowater and slowing down
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fixed_t sinklevel = FixedMul(thing->info->height/6, thing->scale);
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fixed_t minspeed = FixedMul(thing->info->height/12, thing->scale);
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fixed_t minspeed = FixedMul(thing->info->height/9, thing->scale);
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if (thing->z < *rover->topheight && *rover->bottomheight < thingtop
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&& abs(thing->momz) < minspeed)
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{
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@ -2525,10 +2525,8 @@ void P_MobjCheckWater(mobj_t *mobj)
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return;
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if ((mobj->eflags & MFE_GOOWATER || wasingoo)) { // Decide what happens to your momentum when you enter/leave goopy water.
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if (wasinwater && P_MobjFlip(mobj)*mobj->momz > 0)
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mobj->momz = FixedMul(mobj->momz, FixedDiv(9*FRACUNIT, 8*FRACUNIT)); // Give the mobj a little out-of-goo boost.
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else if (P_MobjFlip(mobj)*mobj->momz < 0)
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mobj->momz = FixedMul(mobj->momz, FixedDiv(2*FRACUNIT, 5*FRACUNIT)); // KILL its momentum.
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if (P_MobjFlip(mobj)*mobj->momz < 0) // You are entering the goo?
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mobj->momz = FixedMul(mobj->momz, FixedDiv(2*FRACUNIT, 5*FRACUNIT)); // kill momentum significantly, to make the goo feel thick.
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}
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else if (wasinwater && P_MobjFlip(mobj)*mobj->momz > 0)
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mobj->momz = FixedMul(mobj->momz, FixedDiv(780*FRACUNIT, 457*FRACUNIT)); // Give the mobj a little out-of-water boost.
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