Shove bouncy fastfalling into a pflag

Reduce headaches about fastfall bounce by obfuscating its existence a decent bit
This commit is contained in:
yamamama 2026-02-04 01:45:06 -05:00
parent 45ae657dec
commit 0c2d8a8e36
5 changed files with 87 additions and 77 deletions

View file

@ -615,7 +615,6 @@ consvar_t cv_kartdrafting_basedistance = CVAR_INIT ("kartdrafting_basedistance",
static CV_PossibleValue_t airdrop_cons_t[] = {{AIRDROP_NONE, "Off"},
{AIRDROP_LIGHT, "Light"},
{AIRDROP_BOUNCY, "Bouncy"},
{AIRDROP_HEAVY, "Heavy"},
{0, NULL}};
consvar_t cv_kartairdrop = CVAR_INIT ("kartairdrop", "Off", CV_NETVAR|CV_CALL|CV_NOINIT|CV_GUARD, airdrop_cons_t, KartAirDrop_OnChange);

View file

@ -65,7 +65,8 @@ typedef enum
{
PF_GODMODE = 1<<0, // Immortal.
// free: 1<<1 and 1<<2
// free: 1<<1
PF_BOUNCYAIRDROP = 1<<2, // Enables bouncy (RR) air-drop for players.
// Look back VFX has been spawned
// TODO: Is there a better way to track this?

View file

@ -336,7 +336,7 @@ const char *const PLAYERFLAG_LIST[] = {
"GODMODE", // Immortal.
"\x01",
"\x01",
"BOUNCYAIRDROP", // Makes Heavy Air-Drop act like Ring Racers.
// Look back VFX has been spawned
// TODO: Is there a better way to track this?

View file

@ -6991,62 +6991,65 @@ static void K_AirDrop(player_t *player, ticcmd_t *cmd)
{
if ((player->pflags & PF_AIRDROP))
{
if (airdropactive == AIRDROP_BOUNCY)
if (airdropactive == AIRDROP_HEAVY)
{
const fixed_t maxBounce = mapobjectscale * 10;
const fixed_t minBounce = mapobjectscale;
fixed_t bounce = 2 * abs(player->airdroptime) / 3;
// Lose speed on bad bounce.
// Slow down more as horizontal momentum shrinks
// compared to vertical momentum.
angle_t a = R_PointToAngle2(0, 0, 4 * maxBounce, player->speed);
fixed_t f = FSIN(a);
player->mo->momx = FixedMul(player->mo->momx, f);
player->mo->momy = FixedMul(player->mo->momy, f);
if (bounce > maxBounce)
if (player->pflags & PF_BOUNCYAIRDROP)
{
bounce = maxBounce;
const fixed_t maxBounce = mapobjectscale * 10;
const fixed_t minBounce = mapobjectscale;
fixed_t bounce = 2 * abs(player->airdroptime) / 3;
// Lose speed on bad bounce.
// Slow down more as horizontal momentum shrinks
// compared to vertical momentum.
angle_t a = R_PointToAngle2(0, 0, 4 * maxBounce, player->speed);
fixed_t f = FSIN(a);
player->mo->momx = FixedMul(player->mo->momx, f);
player->mo->momy = FixedMul(player->mo->momy, f);
if (bounce > maxBounce)
{
bounce = maxBounce;
}
else if (bounce < minBounce)
{
bounce = minBounce;
}
if (player->mo->eflags & MFE_UNDERWATER)
bounce = (117 * bounce) / 200;
// Nudge the player in their facing angle, and provide a little starting momentum if they need it.
// The bounce is already a strong tradeoff, so this allows it to be used for saves and get you back into flow.
angle_t momangle = K_MomentumAngle(player->mo);
fixed_t minspeed = K_GetKartSpeed(player, false, false)/2;
fixed_t returnspeed = max(FixedHypot(player->mo->momx, player->mo->momy), minspeed);
// Initial momentum set uses real speed to avoid some weird twitchy behavior at low XY speed
P_InstaThrust(player->mo, momangle, FixedHypot(player->mo->momx, player->mo->momy)/2);
P_Thrust(player->mo, player->mo->angle, returnspeed/2);
player->mo->z += P_MobjFlip(player->mo);
player->mo->momz = bounce * P_MobjFlip(player->mo);
if (S_SoundPlaying(player->mo, sfx_s3kd9l))
{
S_StopSoundByID(player->mo, sfx_s3kd9l);
}
// POOMP!
S_StartSound(player->mo, sfx_vclgna);
}
else if (bounce < minBounce)
else
{
bounce = minBounce;
if (player->rings > 0)
{
P_PlayerRingBurst(player, min(2, player->rings));
}
player->startboost = TICRATE/2;
// POOMP!
S_StartSound(player->mo, sfx_vclgna);
}
if (player->mo->eflags & MFE_UNDERWATER)
bounce = (117 * bounce) / 200;
// Nudge the player in their facing angle, and provide a little starting momentum if they need it.
// The bounce is already a strong tradeoff, so this allows it to be used for saves and get you back into flow.
angle_t momangle = K_MomentumAngle(player->mo);
fixed_t minspeed = K_GetKartSpeed(player, false, false)/2;
fixed_t returnspeed = max(FixedHypot(player->mo->momx, player->mo->momy), minspeed);
// Initial momentum set uses real speed to avoid some weird twitchy behavior at low XY speed
P_InstaThrust(player->mo, momangle, FixedHypot(player->mo->momx, player->mo->momy)/2);
P_Thrust(player->mo, player->mo->angle, returnspeed/2);
player->mo->z += P_MobjFlip(player->mo);
player->mo->momz = bounce * P_MobjFlip(player->mo);
if (S_SoundPlaying(player->mo, sfx_s3kd9l))
{
S_StopSoundByID(player->mo, sfx_s3kd9l);
}
// POOMP!
S_StartSound(player->mo, sfx_vclgna);
}
else if (airdropactive == AIRDROP_HEAVY)
{
if (player->rings > 0)
{
P_PlayerRingBurst(player, min(2, player->rings));
}
player->startboost = TICRATE/2;
// POOMP!
S_StartSound(player->mo, sfx_vclgna);
}
}
player->airdroptime = 0;
@ -7056,7 +7059,7 @@ static void K_AirDrop(player_t *player, ticcmd_t *cmd)
if ((cmd->buttons & BT_BRAKE) && !(player->pflags & PF_WANTSAIRDROP))
{
if (airdropactive == AIRDROP_HEAVY && !(player->pflags & PF_AIRDROP))
if (airdropactive == AIRDROP_HEAVY && !(player->pflags & (PF_AIRDROP|PF_BOUNCYAIRDROP)))
{
// TODO: heavy air drop should allow keeping current boost stack
S_StartSound(player->mo, sfx_cdfm01);
@ -7079,33 +7082,41 @@ static void K_AirDrop(player_t *player, ticcmd_t *cmd)
K_SpawnFallLines(player, false);
if (airdropactive == AIRDROP_BOUNCY)
if (airdropactive == AIRDROP_HEAVY)
{
player->airdroptime = player->mo->momz;
if (!S_SoundPlaying(player->mo, sfx_s3kd9l))
if (player->pflags & PF_BOUNCYAIRDROP)
{
S_StartSound(player->mo, sfx_s3kd9l);
player->airdroptime = player->mo->momz;
if (!S_SoundPlaying(player->mo, sfx_s3kd9l))
{
S_StartSound(player->mo, sfx_s3kd9l);
}
player->mo->momz -= FixedMul(2*gravity, mapobjectscale)*P_MobjFlip(player->mo);
}
else
{
if (player->airdroptime < UINT8_MAX)
player->airdroptime++;
if (player->airdroptime <= TICRATE/4)
{
player->mo->momz -= FixedMul(4*gravity, mapobjectscale)*P_MobjFlip(player->mo);
K_SpawnAirdropTrail(player);
}
}
}
else
{
if (player->airdroptime < UINT8_MAX)
player->airdroptime++;
}
if (airdropactive == AIRDROP_HEAVY && player->airdroptime <= TICRATE/4)
{
player->mo->momz -= FixedMul(4*gravity, mapobjectscale)*P_MobjFlip(player->mo);
K_SpawnAirdropTrail(player);
}
else if (airdropactive == AIRDROP_LIGHT)
{
player->mo->momz -= FixedMul(gravity, mapobjectscale)*P_MobjFlip(player->mo);
K_SpawnAirdropTrail(player);
}
else
{
player->mo->momz -= FixedMul(2*gravity, mapobjectscale)*P_MobjFlip(player->mo);
SINT8 airbrakedelay = TICRATE/3;
if (player->airdroptime >= airbrakedelay)
{
player->mo->momz -= FixedMul(gravity, mapobjectscale)*P_MobjFlip(player->mo);
K_SpawnAirdropTrail(player);
}
if (player->airdroptime < UINT8_MAX)
player->airdroptime++;
}
}
}

View file

@ -424,7 +424,6 @@ typedef enum
AIRDROP_NONE = 0,
AIRDROP_LIGHT,
AIRDROP_HEAVY,
AIRDROP_BOUNCY,
} airdroptype_t;
#ifdef __cplusplus