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Allow rock to disappear if unridden for 12 seconds
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parent
c64997bfe5
commit
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3 changed files with 30 additions and 16 deletions
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@ -12860,10 +12860,10 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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8, // reactiontime
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8, // reactiontime (sets number of frames the rock cycles through)
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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12*TICRATE, // painchance (sets how long an unridden rock should last before disappearing - set to 0 to disable)
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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@ -13935,7 +13935,7 @@ void A_RolloutSpawn(mobj_t *actor)
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|| P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y) > locvar1)
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{
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actor->target = P_SpawnMobj(actor->x, actor->y, actor->z, locvar2);
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actor->target->flags2 |= (actor->flags2 & (MF2_AMBUSH | MF2_OBJECTFLIP));
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actor->target->flags2 |= (actor->flags2 & (MF2_AMBUSH | MF2_OBJECTFLIP)) | MF2_SLIDEPUSH;
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actor->target->eflags |= (actor->eflags & MFE_VERTICALFLIP);
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}
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}
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@ -13957,41 +13957,45 @@ void A_RolloutRock(mobj_t *actor)
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return;
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#endif
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UINT8 maxframes = actor->info->reactiontime;
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UINT8 maxframes = actor->info->reactiontime; // number of frames the mobj cycles through
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fixed_t pi = (22*FRACUNIT/7);
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fixed_t circumference = FixedMul(2 * pi, actor->radius);
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fixed_t circumference = FixedMul(2 * pi, actor->radius); // used to calculate when to change frame
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fixed_t speed = P_AproxDistance(actor->momx, actor->momy), topspeed = FixedMul(actor->info->speed, actor->scale);
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boolean inwater = actor->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER);
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actor->friction = FRACUNIT;
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actor->friction = FRACUNIT; // turns out riding on solids sucks, so let's just make it easier on ourselves
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if (inwater && !(actor->flags2 & MF2_AMBUSH))
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if (inwater && !(actor->flags2 & MF2_AMBUSH)) // buoyancy in water (or lava)
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{
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actor->momz = FixedMul(actor->momz, locvar2);
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actor->momz += P_MobjFlip(actor) * FixedMul(locvar2, actor->scale);
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}
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if (speed > topspeed)
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if (speed > topspeed) // cap speed
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{
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actor->momx = FixedMul(FixedDiv(actor->momx, speed), topspeed);
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actor->momy = FixedMul(FixedDiv(actor->momy, speed), topspeed);
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}
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if (P_IsObjectOnGround(actor) || inwater) // apply drag to speed (compensates for lack of friction but also works in liquids)
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{
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actor->momx = FixedMul(actor->momx, locvar1);
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actor->momy = FixedMul(actor->momy, locvar1);
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}
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actor->momx = FixedMul(actor->momx, locvar1);
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actor->momy = FixedMul(actor->momy, locvar1);
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speed = P_AproxDistance(actor->momx, actor->momy); // recalculate speed for visual rolling
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speed = P_AproxDistance(actor->momx, actor->momy);
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if (speed < actor->scale >> 1)
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if (speed < actor->scale >> 1) // stop moving if speed is insignificant
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{
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actor->momx = 0;
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actor->momy = 0;
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}
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else if (speed > actor->scale)
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{
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actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy);
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actor->movecount = 1; // rock has moved; fuse should be set so we don't have a trillion rocks lying around
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actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy); // set rock's angle to movement direction
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actor->movefactor += speed;
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if (actor->movefactor > circumference / maxframes)
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if (actor->movefactor > circumference / maxframes) // if distance moved is enough to change frame, change it!
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{
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actor->reactiontime++;
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actor->reactiontime %= maxframes;
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@ -13999,5 +14003,14 @@ void A_RolloutRock(mobj_t *actor)
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}
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}
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actor->frame = actor->reactiontime % maxframes;
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actor->frame = actor->reactiontime % maxframes; // set frame
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if (!(actor->flags & MF_PUSHABLE)) // if being ridden, don't disappear
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actor->fuse = 0;
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else if (!actor->fuse && actor->movecount == 1) // otherwise if rock has moved, set its fuse
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actor->fuse = actor->info->painchance;
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if (actor->fuse && actor->fuse < 2*TICRATE)
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actor->flags2 ^= MF2_DONTDRAW;
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}
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@ -978,6 +978,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
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|| (tmthing->eflags & MFE_VERTICALFLIP && abs(tmthing->z + tmthing->height - thing->z) < (thing->height>>2))))
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{
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thing->flags &= ~MF_PUSHABLE; // prevent riding player from applying pushable movement logic
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thing->flags2 &= ~MF2_DONTDRAW; // don't leave the rock invisible if it was flashing prior to boarding
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P_SetTarget(&thing->tracer, tmthing);
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P_ResetPlayer(tmthing->player);
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P_SetPlayerMobjState(tmthing, S_PLAY_WALK);
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