From fe31394277b0db5e5e2eb0b92da2e7ad2a6a63e4 Mon Sep 17 00:00:00 2001 From: Sryder13 Date: Tue, 24 Oct 2017 22:58:59 +0100 Subject: [PATCH] Do a quake effect when hit by non-spinout things or explosions --- src/k_kart.c | 6 ++++++ src/p_inter.c | 5 +++++ 2 files changed, 11 insertions(+) diff --git a/src/k_kart.c b/src/k_kart.c index 9af13ad2..4f294b8a 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -1697,6 +1697,12 @@ void K_ExplodePlayer(player_t *player, mobj_t *source) // A bit of a hack, we ju P_PlayRinglossSound(player->mo); + if (P_IsLocalPlayer(player)) + { + quake.intensity = 64*FRACUNIT; + quake.time = 5; + } + return; } diff --git a/src/p_inter.c b/src/p_inter.c index 20a32194..70e1ce10 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -3131,6 +3131,11 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da if (inflictor->type == MT_GREENITEM || inflictor->type == MT_REDITEM || inflictor->type == MT_REDITEMDUD) P_PlayerRingBurst(player, 5); player->mo->momx = player->mo->momy = 0; + if (P_IsLocalPlayer(player)) + { + quake.intensity = 32*FRACUNIT; + quake.time = 5; + } return true; } /* // SRB2kart - don't need these