mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-12-27 21:01:04 +00:00
Separated the damage hooks into multiple more precise hooks for players.
This commit is contained in:
parent
ec279da272
commit
ed4477705d
8 changed files with 340 additions and 20 deletions
42
src/k_kart.c
42
src/k_kart.c
|
@ -1845,11 +1845,11 @@ void K_SpawnBattlePoints(player_t *source, player_t *victim, UINT8 amount)
|
|||
|
||||
void K_SpinPlayer(player_t *player, mobj_t *source, INT32 type, boolean trapitem, mobj_t *inflictor)
|
||||
{
|
||||
|
||||
(void)inflictor; // in case some weirdo doesn't want Lua.
|
||||
// PS: Inflictor is unused for all purposes here and is actually only ever relevant to Lua. It may be nil too.
|
||||
#ifdef HAVE_BLUA
|
||||
boolean force = false; // Used to check if Lua ShouldDamage should get us damaged reguardless of flashtics or heck knows what.
|
||||
UINT8 shouldForce = LUAh_ShouldDamage(player->mo, inflictor, source, 1);
|
||||
boolean force = false; // Used to check if Lua ShouldSpin should get us damaged reguardless of flashtics or heck knows what.
|
||||
UINT8 shouldForce = LUAh_ShouldSpin(player, inflictor, source);
|
||||
if (P_MobjWasRemoved(player->mo))
|
||||
return; // mobj was removed (in theory that shouldn't happen)
|
||||
if (shouldForce == 1)
|
||||
|
@ -1884,7 +1884,7 @@ void K_SpinPlayer(player_t *player, mobj_t *source, INT32 type, boolean trapitem
|
|||
}
|
||||
}
|
||||
|
||||
if (LUAh_MobjDamage(player->mo, inflictor, source, 1))
|
||||
if (LUAh_PlayerSpin(player, inflictor, source)) // Let Lua do its thing or overwrite if it wants to. Make sure to let any possible instashield happen because we didn't get "damaged" in this case.
|
||||
return;
|
||||
|
||||
if (source && source != player->mo && source->player)
|
||||
|
@ -1963,8 +1963,24 @@ void K_SpinPlayer(player_t *player, mobj_t *source, INT32 type, boolean trapitem
|
|||
return;
|
||||
}
|
||||
|
||||
void K_SquishPlayer(player_t *player, mobj_t *source)
|
||||
void K_SquishPlayer(player_t *player, mobj_t *source, mobj_t *inflictor)
|
||||
{
|
||||
(void)inflictor; // Please stop forgetting to put inflictor in yer functions thank -Lat'
|
||||
|
||||
// PS: Inflictor is unused for all purposes here and is actually only ever relevant to Lua. It may be nil too.
|
||||
#ifdef HAVE_BLUA
|
||||
boolean force = false; // Used to check if Lua ShouldSquish should get us damaged reguardless of flashtics or heck knows what.
|
||||
UINT8 shouldForce = LUAh_ShouldSquish(player, inflictor, source);
|
||||
if (P_MobjWasRemoved(player->mo))
|
||||
return; // mobj was removed (in theory that shouldn't happen)
|
||||
if (shouldForce == 1)
|
||||
force = true;
|
||||
else if (shouldForce == 2)
|
||||
return;
|
||||
#else
|
||||
static const boolean force = false;
|
||||
#endif
|
||||
|
||||
UINT8 scoremultiply = 1;
|
||||
if (G_BattleGametype())
|
||||
{
|
||||
|
@ -1981,10 +1997,16 @@ void K_SquishPlayer(player_t *player, mobj_t *source)
|
|||
|| player->kartstuff[k_growshrinktimer] > 0 || player->kartstuff[k_hyudorotimer] > 0
|
||||
|| (G_BattleGametype() && ((player->kartstuff[k_bumper] <= 0 && player->kartstuff[k_comebacktimer]) || player->kartstuff[k_comebackmode] == 1)))
|
||||
{
|
||||
K_DoInstashield(player);
|
||||
return;
|
||||
if (!force) // You know the drill by now.
|
||||
{
|
||||
K_DoInstashield(player);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (LUAh_PlayerSquish(player, inflictor, source)) // Let Lua do its thing or overwrite if it wants to. Make sure to let any possible instashield happen because we didn't get "damaged" in this case.
|
||||
return;
|
||||
|
||||
player->kartstuff[k_sneakertimer] = 0;
|
||||
player->kartstuff[k_driftboost] = 0;
|
||||
|
||||
|
@ -2054,8 +2076,8 @@ void K_ExplodePlayer(player_t *player, mobj_t *source, mobj_t *inflictor) // A b
|
|||
{
|
||||
|
||||
#ifdef HAVE_BLUA
|
||||
boolean force = false; // Used to check if Lua ShouldDamage should get us damaged reguardless of flashtics or heck knows what.
|
||||
UINT8 shouldForce = LUAh_ShouldDamage(player->mo, inflictor, source, 1);
|
||||
boolean force = false; // Used to check if Lua ShouldExplode should get us damaged reguardless of flashtics or heck knows what.
|
||||
UINT8 shouldForce = LUAh_ShouldExplode(player, inflictor, source);
|
||||
if (P_MobjWasRemoved(player->mo))
|
||||
return; // mobj was removed (in theory that shouldn't happen)
|
||||
if (shouldForce == 1)
|
||||
|
@ -2089,7 +2111,7 @@ void K_ExplodePlayer(player_t *player, mobj_t *source, mobj_t *inflictor) // A b
|
|||
}
|
||||
}
|
||||
|
||||
if (LUAh_MobjDamage(player->mo, inflictor, source, 1))
|
||||
if (LUAh_PlayerExplode(player, inflictor, source)) // Same thing. Also make sure to let Instashield happen blah blah
|
||||
return;
|
||||
|
||||
if (source && source != player->mo && source->player)
|
||||
|
|
|
@ -29,7 +29,7 @@ void K_KartPlayerAfterThink(player_t *player);
|
|||
void K_DoInstashield(player_t *player);
|
||||
void K_SpawnBattlePoints(player_t *source, player_t *victim, UINT8 amount);
|
||||
void K_SpinPlayer(player_t *player, mobj_t *source, INT32 type, boolean trapitem, mobj_t *inflictor);
|
||||
void K_SquishPlayer(player_t *player, mobj_t *source);
|
||||
void K_SquishPlayer(player_t *player, mobj_t *source, mobj_t *inflictor);
|
||||
void K_ExplodePlayer(player_t *player, mobj_t *source, mobj_t *inflictor);
|
||||
void K_StealBumper(player_t *player, player_t *victim, boolean force);
|
||||
void K_SpawnKartExplosion(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, angle_t rotangle, boolean spawncenter, boolean ghostit, mobj_t *source);
|
||||
|
|
|
@ -2207,12 +2207,15 @@ static int lib_kSquishPlayer(lua_State *L)
|
|||
{
|
||||
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
|
||||
mobj_t *source = NULL;
|
||||
mobj_t *inflictor = NULL;
|
||||
NOHUD
|
||||
if (!player)
|
||||
return LUA_ErrInvalid(L, "player_t");
|
||||
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
|
||||
source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
|
||||
K_SquishPlayer(player, source);
|
||||
if (!lua_isnone(L, 2) && lua_isuserdata(L, 2))
|
||||
inflictor = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
|
||||
K_SquishPlayer(player, source, inflictor);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -44,6 +44,12 @@ enum hook {
|
|||
hook_HurtMsg,
|
||||
hook_PlayerSpawn,
|
||||
hook_PlayerQuit,
|
||||
hook_ShouldSpin, //SRB2KART
|
||||
hook_ShouldExplode, //SRB2KART
|
||||
hook_ShouldSquish, //SRB2KART
|
||||
hook_PlayerSpin, //SRB2KART
|
||||
hook_PlayerExplode, //SRB2KART
|
||||
hook_PlayerSquish, //SRB2KART
|
||||
|
||||
hook_MAX // last hook
|
||||
};
|
||||
|
@ -80,4 +86,11 @@ boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source); // Ho
|
|||
#define LUAh_PlayerSpawn(player) LUAh_PlayerHook(player, hook_PlayerSpawn) // Hook for G_SpawnPlayer
|
||||
void LUAh_PlayerQuit(player_t *plr, int reason); // Hook for player quitting
|
||||
|
||||
UINT8 LUAh_ShouldSpin(player_t *player, mobj_t *inflictor, mobj_t *source); // SRB2KART: Should player be spun out?
|
||||
UINT8 LUAh_ShouldExplode(player_t *player, mobj_t *inflictor, mobj_t *source); // SRB2KART: Should player be exploded?
|
||||
UINT8 LUAh_ShouldSquish(player_t *player, mobj_t *inflictor, mobj_t *source); // SRB2KART: Should player be squished?
|
||||
|
||||
boolean LUAh_PlayerSpin(player_t *player, mobj_t *inflictor, mobj_t *source); // SRB2KART: Hook for K_SpinPlayer. Allows Lua to execute code and/or overwrite its behavior.
|
||||
boolean LUAh_PlayerExplode(player_t *player, mobj_t *inflictor, mobj_t *source); // SRB2KART: Hook for K_ExplodePlayer. Allows Lua to execute code and/or overwrite its behavior.
|
||||
boolean LUAh_PlayerSquish(player_t *player, mobj_t *inflictor, mobj_t *source); // SRB2KART: Hook for K_SquishPlayer. Allows Lua to execute code and/or overwrite its behavior.
|
||||
#endif
|
||||
|
|
|
@ -55,6 +55,12 @@ const char *const hookNames[hook_MAX+1] = {
|
|||
"HurtMsg",
|
||||
"PlayerSpawn",
|
||||
"PlayerQuit",
|
||||
"ShouldSpin",
|
||||
"ShouldExplode",
|
||||
"ShouldSquish",
|
||||
"PlayerSpin",
|
||||
"PlayerExplode",
|
||||
"PlayerSquish",
|
||||
NULL
|
||||
};
|
||||
|
||||
|
@ -154,6 +160,12 @@ static int lib_addHook(lua_State *L)
|
|||
*p = 0;
|
||||
}
|
||||
break;
|
||||
case hook_ShouldSpin:
|
||||
case hook_ShouldExplode:
|
||||
case hook_ShouldSquish:
|
||||
case hook_PlayerSpin:
|
||||
case hook_PlayerExplode:
|
||||
case hook_PlayerSquish:
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
@ -195,6 +207,12 @@ static int lib_addHook(lua_State *L)
|
|||
case hook_LinedefExecute:
|
||||
lastp = &linedefexecutorhooks;
|
||||
break;
|
||||
case hook_ShouldSpin:
|
||||
case hook_ShouldExplode:
|
||||
case hook_ShouldSquish:
|
||||
case hook_PlayerSpin:
|
||||
case hook_PlayerExplode:
|
||||
case hook_PlayerSquish:
|
||||
default:
|
||||
lastp = &roothook;
|
||||
break;
|
||||
|
@ -1108,4 +1126,268 @@ void LUAh_PlayerQuit(player_t *plr, int reason)
|
|||
lua_settop(gL, 0);
|
||||
}
|
||||
|
||||
// Hook for K_SpinPlayer. Determines if yes or no we should get damaged reguardless of circumstances.
|
||||
UINT8 LUAh_ShouldSpin(player_t *player, mobj_t *inflictor, mobj_t *source)
|
||||
{
|
||||
hook_p hookp;
|
||||
UINT8 shouldDamage = 0; // 0 = default, 1 = force yes, 2 = force no.
|
||||
if (!gL || !(hooksAvailable[hook_ShouldSpin/8] & (1<<(hook_ShouldSpin%8))))
|
||||
return 0;
|
||||
|
||||
lua_settop(gL, 0);
|
||||
|
||||
// We can afford not to check for mobj type because it will always be MT_PLAYER in this case.
|
||||
|
||||
for (hookp = roothook; hookp; hookp = hookp->next)
|
||||
if (hookp->type == hook_ShouldSpin)
|
||||
{
|
||||
if (lua_gettop(gL) == 0)
|
||||
{
|
||||
LUA_PushUserdata(gL, player, META_PLAYER);
|
||||
LUA_PushUserdata(gL, inflictor, META_MOBJ);
|
||||
LUA_PushUserdata(gL, source, META_MOBJ);
|
||||
}
|
||||
lua_pushfstring(gL, FMT_HOOKID, hookp->id);
|
||||
lua_gettable(gL, LUA_REGISTRYINDEX);
|
||||
lua_pushvalue(gL, -4);
|
||||
lua_pushvalue(gL, -4);
|
||||
lua_pushvalue(gL, -4);
|
||||
if (lua_pcall(gL, 3, 1, 0)) {
|
||||
if (!hookp->error || cv_debug & DBG_LUA)
|
||||
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
|
||||
lua_pop(gL, 1);
|
||||
hookp->error = true;
|
||||
continue;
|
||||
}
|
||||
if (!lua_isnil(gL, -1))
|
||||
{
|
||||
if (lua_toboolean(gL, -1))
|
||||
shouldDamage = 1; // Force yes
|
||||
else
|
||||
shouldDamage = 2; // Force no
|
||||
}
|
||||
lua_pop(gL, 1);
|
||||
}
|
||||
|
||||
lua_settop(gL, 0);
|
||||
return shouldDamage;
|
||||
}
|
||||
|
||||
// Hook for K_ExplodePlayer. Determines if yes or no we should get damaged reguardless of circumstances.
|
||||
UINT8 LUAh_ShouldExplode(player_t *player, mobj_t *inflictor, mobj_t *source)
|
||||
{
|
||||
hook_p hookp;
|
||||
UINT8 shouldDamage = 0; // 0 = default, 1 = force yes, 2 = force no.
|
||||
if (!gL || !(hooksAvailable[hook_ShouldExplode/8] & (1<<(hook_ShouldExplode%8))))
|
||||
return 0;
|
||||
|
||||
lua_settop(gL, 0);
|
||||
|
||||
// We can afford not to check for mobj type because it will always be MT_PLAYER in this case.
|
||||
|
||||
for (hookp = roothook; hookp; hookp = hookp->next)
|
||||
if (hookp->type == hook_ShouldExplode)
|
||||
{
|
||||
if (lua_gettop(gL) == 0)
|
||||
{
|
||||
LUA_PushUserdata(gL, player, META_PLAYER);
|
||||
LUA_PushUserdata(gL, inflictor, META_MOBJ);
|
||||
LUA_PushUserdata(gL, source, META_MOBJ);
|
||||
}
|
||||
lua_pushfstring(gL, FMT_HOOKID, hookp->id);
|
||||
lua_gettable(gL, LUA_REGISTRYINDEX);
|
||||
lua_pushvalue(gL, -4);
|
||||
lua_pushvalue(gL, -4);
|
||||
lua_pushvalue(gL, -4);
|
||||
if (lua_pcall(gL, 3, 1, 0)) {
|
||||
if (!hookp->error || cv_debug & DBG_LUA)
|
||||
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
|
||||
lua_pop(gL, 1);
|
||||
hookp->error = true;
|
||||
continue;
|
||||
}
|
||||
if (!lua_isnil(gL, -1))
|
||||
{
|
||||
if (lua_toboolean(gL, -1))
|
||||
shouldDamage = 1; // Force yes
|
||||
else
|
||||
shouldDamage = 2; // Force no
|
||||
}
|
||||
lua_pop(gL, 1);
|
||||
}
|
||||
|
||||
lua_settop(gL, 0);
|
||||
return shouldDamage;
|
||||
}
|
||||
|
||||
// Hook for K_SquishPlayer. Determines if yes or no we should get damaged reguardless of circumstances.
|
||||
UINT8 LUAh_ShouldSquish(player_t *player, mobj_t *inflictor, mobj_t *source)
|
||||
{
|
||||
hook_p hookp;
|
||||
UINT8 shouldDamage = 0; // 0 = default, 1 = force yes, 2 = force no.
|
||||
if (!gL || !(hooksAvailable[hook_ShouldSquish/8] & (1<<(hook_ShouldSquish%8))))
|
||||
return 0;
|
||||
|
||||
lua_settop(gL, 0);
|
||||
|
||||
// We can afford not to check for mobj type because it will always be MT_PLAYER in this case.
|
||||
|
||||
for (hookp = roothook; hookp; hookp = hookp->next)
|
||||
if (hookp->type == hook_ShouldSquish)
|
||||
{
|
||||
if (lua_gettop(gL) == 0)
|
||||
{
|
||||
LUA_PushUserdata(gL, player, META_PLAYER);
|
||||
LUA_PushUserdata(gL, inflictor, META_MOBJ);
|
||||
LUA_PushUserdata(gL, source, META_MOBJ);
|
||||
}
|
||||
lua_pushfstring(gL, FMT_HOOKID, hookp->id);
|
||||
lua_gettable(gL, LUA_REGISTRYINDEX);
|
||||
lua_pushvalue(gL, -4);
|
||||
lua_pushvalue(gL, -4);
|
||||
lua_pushvalue(gL, -4);
|
||||
if (lua_pcall(gL, 3, 1, 0)) {
|
||||
if (!hookp->error || cv_debug & DBG_LUA)
|
||||
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
|
||||
lua_pop(gL, 1);
|
||||
hookp->error = true;
|
||||
continue;
|
||||
}
|
||||
if (!lua_isnil(gL, -1))
|
||||
{
|
||||
if (lua_toboolean(gL, -1))
|
||||
shouldDamage = 1; // Force yes
|
||||
else
|
||||
shouldDamage = 2; // Force no
|
||||
}
|
||||
lua_pop(gL, 1);
|
||||
}
|
||||
|
||||
lua_settop(gL, 0);
|
||||
return shouldDamage;
|
||||
}
|
||||
|
||||
// Hook for K_SpinPlayer. This is used when the player has actually been spun out, but before anything has actually been done. This allows Lua to overwrite the behavior or to just perform actions.
|
||||
boolean LUAh_PlayerSpin(player_t *player, mobj_t *inflictor, mobj_t *source)
|
||||
{
|
||||
hook_p hookp;
|
||||
boolean hooked = false;
|
||||
if (!gL || !(hooksAvailable[hook_PlayerSpin/8] & (1<<(hook_PlayerSpin%8))))
|
||||
return 0;
|
||||
|
||||
lua_settop(gL, 0);
|
||||
|
||||
// We can afford not to look for target->type because it will always be MT_PLAYER.
|
||||
|
||||
for (hookp = roothook; hookp; hookp = hookp->next)
|
||||
if (hookp->type == hook_PlayerSpin)
|
||||
{
|
||||
if (lua_gettop(gL) == 0)
|
||||
{
|
||||
LUA_PushUserdata(gL, player, META_PLAYER);
|
||||
LUA_PushUserdata(gL, inflictor, META_MOBJ);
|
||||
LUA_PushUserdata(gL, source, META_MOBJ);
|
||||
}
|
||||
lua_pushfstring(gL, FMT_HOOKID, hookp->id);
|
||||
lua_gettable(gL, LUA_REGISTRYINDEX);
|
||||
lua_pushvalue(gL, -4);
|
||||
lua_pushvalue(gL, -4);
|
||||
lua_pushvalue(gL, -4);
|
||||
if (lua_pcall(gL, 3, 1, 0)) {
|
||||
if (!hookp->error || cv_debug & DBG_LUA)
|
||||
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
|
||||
lua_pop(gL, 1);
|
||||
hookp->error = true;
|
||||
continue;
|
||||
}
|
||||
if (lua_toboolean(gL, -1))
|
||||
hooked = true;
|
||||
lua_pop(gL, 1);
|
||||
}
|
||||
lua_settop(gL, 0);
|
||||
return hooked;
|
||||
}
|
||||
|
||||
// Hook for K_SquishPlayer. This is used when the player has actually been spun out, but before anything has actually been done. This allows Lua to overwrite the behavior or to just perform actions.
|
||||
boolean LUAh_PlayerSquish(player_t *player, mobj_t *inflictor, mobj_t *source)
|
||||
{
|
||||
hook_p hookp;
|
||||
boolean hooked = false;
|
||||
if (!gL || !(hooksAvailable[hook_PlayerSquish/8] & (1<<(hook_PlayerSquish%8))))
|
||||
return 0;
|
||||
|
||||
lua_settop(gL, 0);
|
||||
|
||||
// We can afford not to look for target->type because it will always be MT_PLAYER.
|
||||
|
||||
for (hookp = roothook; hookp; hookp = hookp->next)
|
||||
if (hookp->type == hook_PlayerSquish)
|
||||
{
|
||||
if (lua_gettop(gL) == 0)
|
||||
{
|
||||
LUA_PushUserdata(gL, player, META_PLAYER);
|
||||
LUA_PushUserdata(gL, inflictor, META_MOBJ);
|
||||
LUA_PushUserdata(gL, source, META_MOBJ);
|
||||
}
|
||||
lua_pushfstring(gL, FMT_HOOKID, hookp->id);
|
||||
lua_gettable(gL, LUA_REGISTRYINDEX);
|
||||
lua_pushvalue(gL, -4);
|
||||
lua_pushvalue(gL, -4);
|
||||
lua_pushvalue(gL, -4);
|
||||
if (lua_pcall(gL, 3, 1, 0)) {
|
||||
if (!hookp->error || cv_debug & DBG_LUA)
|
||||
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
|
||||
lua_pop(gL, 1);
|
||||
hookp->error = true;
|
||||
continue;
|
||||
}
|
||||
if (lua_toboolean(gL, -1))
|
||||
hooked = true;
|
||||
lua_pop(gL, 1);
|
||||
}
|
||||
lua_settop(gL, 0);
|
||||
return hooked;
|
||||
}
|
||||
|
||||
// Hook for K_ExplodePlayer. This is used when the player has actually been spun out, but before anything has actually been done. This allows Lua to overwrite the behavior or to just perform actions.
|
||||
boolean LUAh_PlayerExplode(player_t *player, mobj_t *inflictor, mobj_t *source)
|
||||
{
|
||||
hook_p hookp;
|
||||
boolean hooked = false;
|
||||
if (!gL || !(hooksAvailable[hook_PlayerExplode/8] & (1<<(hook_PlayerExplode%8))))
|
||||
return 0;
|
||||
|
||||
lua_settop(gL, 0);
|
||||
|
||||
// We can afford not to look for target->type because it will always be MT_PLAYER.
|
||||
|
||||
for (hookp = roothook; hookp; hookp = hookp->next)
|
||||
if (hookp->type == hook_PlayerExplode)
|
||||
{
|
||||
if (lua_gettop(gL) == 0)
|
||||
{
|
||||
LUA_PushUserdata(gL, player, META_PLAYER);
|
||||
LUA_PushUserdata(gL, inflictor, META_MOBJ);
|
||||
LUA_PushUserdata(gL, source, META_MOBJ);
|
||||
}
|
||||
lua_pushfstring(gL, FMT_HOOKID, hookp->id);
|
||||
lua_gettable(gL, LUA_REGISTRYINDEX);
|
||||
lua_pushvalue(gL, -4);
|
||||
lua_pushvalue(gL, -4);
|
||||
lua_pushvalue(gL, -4);
|
||||
if (lua_pcall(gL, 3, 1, 0)) {
|
||||
if (!hookp->error || cv_debug & DBG_LUA)
|
||||
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
|
||||
lua_pop(gL, 1);
|
||||
hookp->error = true;
|
||||
continue;
|
||||
}
|
||||
if (lua_toboolean(gL, -1))
|
||||
hooked = true;
|
||||
lua_pop(gL, 1);
|
||||
}
|
||||
lua_settop(gL, 0);
|
||||
return hooked;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -590,7 +590,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
P_RemoveMobj(special);
|
||||
}
|
||||
else
|
||||
K_SpinPlayer(player, special, 0, false, NULL);
|
||||
K_SpinPlayer(player, NULL, 0, false, special);
|
||||
return;
|
||||
/*case MT_EERIEFOG:
|
||||
special->frame &= ~FF_TRANS80;
|
||||
|
|
|
@ -1425,9 +1425,9 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
{
|
||||
|
||||
if (tmthing->scale > thing->scale + (mapheaderinfo[gamemap-1]->mobj_scale/8)) // SRB2kart - Handle squishes first!
|
||||
K_SquishPlayer(thing->player, tmthing);
|
||||
K_SquishPlayer(thing->player, tmthing, tmthing);
|
||||
else if (thing->scale > tmthing->scale + (mapheaderinfo[gamemap-1]->mobj_scale/8))
|
||||
K_SquishPlayer(tmthing->player, thing);
|
||||
K_SquishPlayer(tmthing->player, thing, tmthing);
|
||||
else if (tmthing->player->kartstuff[k_invincibilitytimer] && !thing->player->kartstuff[k_invincibilitytimer]) // SRB2kart - Then invincibility!
|
||||
P_DamageMobj(thing, tmthing, tmthing, 1);
|
||||
else if (thing->player->kartstuff[k_invincibilitytimer] && !tmthing->player->kartstuff[k_invincibilitytimer])
|
||||
|
@ -1664,7 +1664,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
|
||||
// collide
|
||||
if (tmthing->z < thing->z && thing->momz < 0)
|
||||
K_SquishPlayer(tmthing->player, thing);
|
||||
K_SquishPlayer(tmthing->player, thing, thing);
|
||||
else
|
||||
{
|
||||
if (thing->flags2 & MF2_AMBUSH)
|
||||
|
@ -4262,7 +4262,7 @@ static boolean PIT_ChangeSector(mobj_t *thing, boolean realcrush)
|
|||
if (!thing->player)
|
||||
P_DamageMobj(thing, killer, killer, 10000);
|
||||
else
|
||||
K_SquishPlayer(thing->player, killer); // SRB2kart - Squish instead of kill
|
||||
K_SquishPlayer(thing->player, killer, killer); // SRB2kart - Squish instead of kill
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -7242,7 +7242,7 @@ static void P_MovePlayer(player_t *player)
|
|||
P_DamageMobj(player->mo, NULL, NULL, 42000); // Respawn crushed spectators
|
||||
else
|
||||
{
|
||||
K_SquishPlayer(player, NULL); // SRB2kart - we don't kill when squished, we squish when squished.
|
||||
K_SquishPlayer(player, NULL, NULL); // SRB2kart - we don't kill when squished, we squish when squished.
|
||||
/*
|
||||
mobj_t *killer = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_NULL);
|
||||
killer->threshold = 44; // Special flag that it was crushing which killed you.
|
||||
|
|
Loading…
Reference in a new issue