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I call this... the GFZ3 Unfuckening.
* 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/ShabbyAncientEarthworm (old values - the typical settling height is slightly lower now)
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31d3c09d15
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2 changed files with 21 additions and 6 deletions
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@ -2092,12 +2092,13 @@ void A_Boss1Laser(mobj_t *actor)
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if (!(actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH))
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{
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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);
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point->angle = actor->angle;
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point->fuse = actor->tics+1;
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P_SetTarget(&point->target, actor->target);
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P_SetTarget(&actor->target, point);
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}
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}
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else if (actor->target && !(actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH))
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else if (actor->target && actor->target->type != MT_EGGMOBILE_TARGET && !(actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH))
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actor->angle = R_PointToAngle2(x, y, actor->target->x, actor->target->y);
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if (actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH)
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@ -2148,11 +2149,16 @@ void A_Boss1Laser(mobj_t *actor)
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// var1:
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// 0 - accelerative focus with friction
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// 1 - steady focus with fixed movement speed
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// var2 = unused
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// anything else - don't move
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// var2:
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// 0 - don't trace target, just move forwards
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// & 1 - change horizontal angle
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// & 2 - change vertical angle
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//
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void A_FocusTarget(mobj_t *actor)
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{
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INT32 locvar1 = var1;
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INT32 locvar2 = var2;
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#ifdef HAVE_BLUA
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if (LUA_CallAction("A_FocusTarget", actor))
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return;
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@ -2161,9 +2167,9 @@ void A_FocusTarget(mobj_t *actor)
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if (actor->target)
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{
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fixed_t speed = FixedMul(actor->info->speed, actor->scale);
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fixed_t dist = R_PointToDist2(actor->x, actor->y, actor->target->x, actor->target->y);
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angle_t vangle = R_PointToAngle2(actor->z , 0, actor->target->z + (actor->target->height>>1), dist);
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angle_t hangle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y);
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fixed_t dist = (locvar2 ? R_PointToDist2(actor->x, actor->y, actor->target->x, actor->target->y) : speed+1);
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angle_t hangle = ((locvar2 & 1) ? R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y) : actor->angle);
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angle_t vangle = ((locvar2 & 2) ? R_PointToAngle2(actor->z , 0, actor->target->z + (actor->target->height>>1), dist) : ANGLE_90);
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switch(locvar1)
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{
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case 0:
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11
src/p_mobj.c
11
src/p_mobj.c
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@ -4436,7 +4436,16 @@ static void P_Boss1Thinker(mobj_t *mobj)
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return;
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}
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if (mobj->state != &states[mobj->info->spawnstate] && mobj->health > 0 && mobj->flags & MF_FLOAT && !(mobj->flags2 & MF2_SKULLFLY))
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if (mobj->flags2 & MF2_SKULLFLY)
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{
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if (P_MobjFlip(mobj)*mobj->momz > 0
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&& ((mobj->eflags & MFE_VERTICALFLIP
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&& (mobj->z+mobj->height) < (mobj->ceilingz-(2*mobj->height)))
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|| (!(mobj->eflags & MFE_VERTICALFLIP)
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&& mobj->z > (mobj->floorz+(2*mobj->height)))))
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mobj->momz = FixedMul(mobj->momz, 60000);
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}
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else if (mobj->state != &states[mobj->info->spawnstate] && mobj->health > 0 && mobj->flags & MF_FLOAT)
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mobj->momz = FixedMul(mobj->momz,7*FRACUNIT/8);
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if (mobj->state == &states[mobj->info->meleestate]
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