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Clean up dash mode and make multiplayer-compatible
Actionspd is now the running speed in dashmode.
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parent
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commit
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1 changed files with 14 additions and 31 deletions
43
src/p_user.c
43
src/p_user.c
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@ -8671,8 +8671,6 @@ void P_DoPityCheck(player_t *player)
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//
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boolean playerdeadview; // show match/chaos/tag/capture the flag rankings while in death view
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INT32 dashmode = 0; // initial variable set for CA_DASHMODE
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boolean dashmodeflag = false;
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void P_PlayerThink(player_t *player)
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{
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@ -9160,15 +9158,10 @@ void P_PlayerThink(player_t *player)
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// Dash mode ability for Metal Sonic
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if ((player->charability == CA_DASHMODE) && !(maptol & TOL_NIGHTS)) // woo, dashmode! no nights tho.
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{
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fixed_t defspeed = skins[player->skin].normalspeed; // Default normalspeed.
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#define dashmode player->glidetime
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fixed_t maxtop = skins[player->skin].normalspeed * 55/36;
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if (!(player->speed > player->normalspeed)) //are we currently exceeding our normalspeed?
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player->actionspd = player->normalspeed; //if not, force thok to normalspeed
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else
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player->actionspd = player->speed; //otherwise, thok at your current speed (this fixes super and speedshoes thok slowing you down)
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if (player->speed >= (defspeed - 5*FRACUNIT) || (player->pflags & PF_STARTDASH))
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if (player->speed >= FixedMul(skins[player->skin].normalspeed - 5*FRACUNIT, player->mo->scale) || (player->pflags & PF_STARTDASH))
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{
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dashmode++; // Counter. Adds 1 to dash mode per tic in top speed.
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if (dashmode == 3*TICRATE) // This isn't in the ">=" equation because it'd cause the sound to play infinitely.
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@ -9176,42 +9169,32 @@ void P_PlayerThink(player_t *player)
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}
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else if (!(player->pflags & PF_SPINNING))
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{
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if (dashmode > 0)
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if (dashmode > 3)
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dashmode = dashmode - 3; // Rather than lose it all, it gently counts back down!
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else if (dashmode < 0)
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else
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dashmode = 0;
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}
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if (dashmode >= 3*TICRATE && P_IsObjectOnGround(player->mo)) // Dash Mode can continue counting in the air, but will only activate on floor touch.
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dashmodeflag = true;
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if (dashmode < 3*TICRATE) // Exits Dash Mode if you drop below speed/dash counter tics. Not in the above block so it doesn't keep disabling in midair.
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{
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player->normalspeed = defspeed; // Reset to default if not capable of entering dash mode.
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player->jumpfactor = 1*FRACUNIT;
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dashmodeflag = false;
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player->normalspeed = skins[player->skin].normalspeed; // Reset to default if not capable of entering dash mode.
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player->jumpfactor = skins[player->skin].jumpfactor;
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}
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//WHEN PARAMETERS ARE MET, REWARD THE DASH MODE EFFECTS
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if (dashmodeflag)
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else if (P_IsObjectOnGround(player->mo)) // Activate dash mode if we're on the ground.
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{
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if (player->normalspeed < maxtop) // If the player is not currently at 50 normalspeed in dash mode, add speed each tic
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{
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if (player->normalspeed < skins[player->skin].actionspd) // If the player normalspeed is not currently at actionspd in dash mode, add speed each tic
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player->normalspeed = player->normalspeed + 1*FRACUNIT/5; // Enter Dash Mode smoothly.
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if (player->jumpfactor < 5*FRACUNIT/4)
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player->jumpfactor = player->jumpfactor + 1*FRACUNIT/300; // Boosts his jumpheight. Remember fractions instead of decimals. "1.5*FRACUNIT = 3*FRACUNIT/2"
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}
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if (player->jumpfactor < FixedMul(skins[player->skin].jumpfactor, 5*FRACUNIT/4)) // Boost jump height.
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player->jumpfactor = player->jumpfactor + 1*FRACUNIT/300;
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}
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//COSMETIC STUPIDITY!
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if (dashmode > 108) //Dash Mode will go down a tic a bit above activation, this makes dust spawn every other tic.
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dashmode = 107;
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if (player->normalspeed >= maxtop)
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if (player->normalspeed >= skins[player->skin].actionspd)
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{
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mobj_t *ghost = P_SpawnGhostMobj(player->mo); // Spawns afterimages
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ghost->fuse = 2; // Makes the images fade quickly
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}
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#undef dashmode
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}
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/*
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