Merge branch 'gfz3_laser' into 'master'

GFZ3 Unfuckening

Some tweaks to the GFZ3 Eggmobile's behaviour to make it less frustrating for old and new players alike.

* GFZ3 Eggmobile's laser won't change its angle when you move left and right anymore.
    * Changed because its ability to move quickly was extremely punishing for new players (see ProJared's youtube video on the matter).
    * http://gfycat.com/PassionateUnknownAgama (the twitching on the third laser has been fixed since this was recorded)
* GFZ3 Eggmobile will, when too far away from the ground and moving upwards, slow itself down vertically.
    * This was punishing and annoying for both old and new players alike.
    * http://gfycat.com/CornyLeftDungbeetle (old values - the typical settling height is slightly lower now)

See merge request !42
This commit is contained in:
Monster Iestyn 2017-01-21 13:46:04 -05:00
commit acfbce21c9
2 changed files with 21 additions and 6 deletions

View file

@ -2134,13 +2134,15 @@ void A_Boss1Laser(mobj_t *actor)
if (!(actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH)) if (!(actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH))
{ {
point = P_SpawnMobj(x + P_ReturnThrustX(actor, actor->angle, actor->radius), y + P_ReturnThrustY(actor, actor->angle, actor->radius), actor->z - actor->height / 2, MT_EGGMOBILE_TARGET); point = P_SpawnMobj(x + P_ReturnThrustX(actor, actor->angle, actor->radius), y + P_ReturnThrustY(actor, actor->angle, actor->radius), actor->z - actor->height / 2, MT_EGGMOBILE_TARGET);
point->angle = actor->angle;
point->fuse = actor->tics+1; point->fuse = actor->tics+1;
P_SetTarget(&point->target, actor->target); P_SetTarget(&point->target, actor->target);
P_SetTarget(&actor->target, point); P_SetTarget(&actor->target, point);
} }
} }
/* -- the following was relevant when the MT_EGGMOBILE_TARGET was allowed to move left and right from its path
else if (actor->target && !(actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH)) else if (actor->target && !(actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH))
actor->angle = R_PointToAngle2(x, y, actor->target->x, actor->target->y); actor->angle = R_PointToAngle2(x, y, actor->target->x, actor->target->y);*/
if (actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH) if (actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH)
angle = FixedAngle(FixedDiv(actor->tics*160*FRACUNIT, actor->state->tics*FRACUNIT) + 10*FRACUNIT); angle = FixedAngle(FixedDiv(actor->tics*160*FRACUNIT, actor->state->tics*FRACUNIT) + 10*FRACUNIT);
@ -2190,11 +2192,16 @@ void A_Boss1Laser(mobj_t *actor)
// var1: // var1:
// 0 - accelerative focus with friction // 0 - accelerative focus with friction
// 1 - steady focus with fixed movement speed // 1 - steady focus with fixed movement speed
// var2 = unused // anything else - don't move
// var2:
// 0 - don't trace target, just move forwards
// & 1 - change horizontal angle
// & 2 - change vertical angle
// //
void A_FocusTarget(mobj_t *actor) void A_FocusTarget(mobj_t *actor)
{ {
INT32 locvar1 = var1; INT32 locvar1 = var1;
INT32 locvar2 = var2;
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
if (LUA_CallAction("A_FocusTarget", actor)) if (LUA_CallAction("A_FocusTarget", actor))
return; return;
@ -2203,9 +2210,9 @@ void A_FocusTarget(mobj_t *actor)
if (actor->target) if (actor->target)
{ {
fixed_t speed = FixedMul(actor->info->speed, actor->scale); fixed_t speed = FixedMul(actor->info->speed, actor->scale);
fixed_t dist = R_PointToDist2(actor->x, actor->y, actor->target->x, actor->target->y); fixed_t dist = (locvar2 ? R_PointToDist2(actor->x, actor->y, actor->target->x, actor->target->y) : speed+1);
angle_t vangle = R_PointToAngle2(actor->z , 0, actor->target->z + (actor->target->height>>1), dist); angle_t hangle = ((locvar2 & 1) ? R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y) : actor->angle);
angle_t hangle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); angle_t vangle = ((locvar2 & 2) ? R_PointToAngle2(actor->z , 0, actor->target->z + (actor->target->height>>1), dist) : ANGLE_90);
switch(locvar1) switch(locvar1)
{ {
case 0: case 0:

View file

@ -4551,7 +4551,15 @@ static void P_Boss1Thinker(mobj_t *mobj)
return; return;
} }
if (mobj->state != &states[mobj->info->spawnstate] && mobj->health > 0 && mobj->flags & MF_FLOAT && !(mobj->flags2 & MF2_SKULLFLY)) if (mobj->flags2 & MF2_SKULLFLY)
{
fixed_t dist = (mobj->eflags & MFE_VERTICALFLIP)
? ((mobj->ceilingz-(2*mobj->height)) - (mobj->z+mobj->height))
: (mobj->z - (mobj->floorz+(2*mobj->height)));
if (dist > 0 && P_MobjFlip(mobj)*mobj->momz > 0)
mobj->momz = FixedMul(mobj->momz, FRACUNIT - (dist>>12));
}
else if (mobj->state != &states[mobj->info->spawnstate] && mobj->health > 0 && mobj->flags & MF_FLOAT)
mobj->momz = FixedMul(mobj->momz,7*FRACUNIT/8); mobj->momz = FixedMul(mobj->momz,7*FRACUNIT/8);
if (mobj->state == &states[mobj->info->meleestate] if (mobj->state == &states[mobj->info->meleestate]