Kill bouncy air drop
Too contentious of a mechanic to hardcode
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f719824f37
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1 changed files with 13 additions and 97 deletions
110
src/k_kart.c
110
src/k_kart.c
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@ -6993,88 +6993,17 @@ static void K_AirDrop(player_t *player, ticcmd_t *cmd)
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{
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if (airdropactive == AIRDROP_HEAVY)
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{
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if (player->airdropflags & PAF_BOUNCYAIRDROP)
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if (player->rings > 0)
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{
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const fixed_t maxBounce = mapobjectscale * 10;
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const fixed_t minBounce = mapobjectscale;
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fixed_t bounce = 2 * abs(player->airdroptime) / 3;
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// Lose speed on bad bounce.
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// Slow down more as horizontal momentum shrinks
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// compared to vertical momentum.
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angle_t a = R_PointToAngle2(0, 0, 4 * maxBounce, player->speed);
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fixed_t f = FSIN(a);
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player->mo->momx = FixedMul(player->mo->momx, f);
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player->mo->momy = FixedMul(player->mo->momy, f);
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if (bounce > maxBounce)
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{
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bounce = maxBounce;
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}
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else if (bounce < minBounce)
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{
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bounce = minBounce;
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}
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if (player->mo->eflags & MFE_UNDERWATER)
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bounce = (117 * bounce) / 200;
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// Nudge the player in their facing angle, and provide a little starting momentum if they need it.
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// The bounce is already a strong tradeoff, so this allows it to be used for saves and get you back into flow.
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angle_t momangle = K_MomentumAngle(player->mo);
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fixed_t minspeed = K_GetKartSpeed(player, false, false)/2;
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fixed_t returnspeed = max(FixedHypot(player->mo->momx, player->mo->momy), minspeed);
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// Initial momentum set uses real speed to avoid some weird twitchy behavior at low XY speed
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P_InstaThrust(player->mo, momangle, FixedHypot(player->mo->momx, player->mo->momy)/2);
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P_Thrust(player->mo, player->mo->angle, returnspeed/2);
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player->mo->z += P_MobjFlip(player->mo);
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player->mo->momz = bounce * P_MobjFlip(player->mo);
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if (S_SoundPlaying(player->mo, sfx_s3kd9l))
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{
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S_StopSoundByID(player->mo, sfx_s3kd9l);
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}
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if (player->rings > 0)
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{
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// Spill some rings with every bounce. Ring Drop lives!
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// Convert the bounce data to floats. It's goddamned 2026.
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float fbounce, fmaxbounce;
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fbounce = FIXED_TO_FLOAT(max(0, bounce - minBounce));
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fmaxbounce = FIXED_TO_FLOAT(maxBounce - minBounce);
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fbounce /= fmaxbounce;
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INT32 ringloss = (INT32)(3.0f * fbounce);
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// Better bounces means more rings lost.
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if (ringloss)
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{
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P_PlayerRingBurst(player, min(ringloss, player->rings));
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}
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}
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// POOMP!
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S_StartSound(player->mo, sfx_vclgna);
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P_PlayerRingBurst(player, min(2, player->rings));
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}
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else
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{
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if (player->rings > 0)
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{
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P_PlayerRingBurst(player, min(2, player->rings));
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}
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player->startboost = TICRATE/2;
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player->startboost = TICRATE/2;
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// Take off!
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S_StartSound(player->mo, sfx_s3k81);
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// Take off!
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S_StartSound(player->mo, sfx_s3k81);
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// POOMP!
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S_StartSound(player->mo, sfx_vclgna);
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}
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// POOMP!
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S_StartSound(player->mo, sfx_vclgna);
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}
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}
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player->airdroptime = 0;
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@ -7084,7 +7013,7 @@ static void K_AirDrop(player_t *player, ticcmd_t *cmd)
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if ((cmd->buttons & BT_BRAKE) && !(player->airdropflags & PAF_WANTSAIRDROP))
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{
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if (airdropactive == AIRDROP_HEAVY && !(player->airdropflags & (PAF_AIRDROP|PAF_BOUNCYAIRDROP)))
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if (airdropactive == AIRDROP_HEAVY && !(player->airdropflags & (PAF_AIRDROP)))
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{
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// TODO: heavy air drop should allow keeping current boost stack
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S_StartSound(player->mo, sfx_s3k66);
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@ -7109,26 +7038,13 @@ static void K_AirDrop(player_t *player, ticcmd_t *cmd)
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if (airdropactive == AIRDROP_HEAVY)
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{
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if (player->airdropflags & PAF_BOUNCYAIRDROP)
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{
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player->airdroptime = player->mo->momz;
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if (!S_SoundPlaying(player->mo, sfx_s3kd9l))
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{
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S_StartSound(player->mo, sfx_s3kd9l);
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}
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if (player->airdroptime < UINT8_MAX)
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player->airdroptime++;
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player->mo->momz -= FixedMul(2*gravity, mapobjectscale)*P_MobjFlip(player->mo);
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}
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else
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if (player->airdroptime <= TICRATE/4)
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{
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if (player->airdroptime < UINT8_MAX)
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player->airdroptime++;
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if (player->airdroptime <= TICRATE/4)
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{
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player->mo->momz -= FixedMul(4*gravity, mapobjectscale)*P_MobjFlip(player->mo);
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K_SpawnAirdropTrail(player);
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}
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player->mo->momz -= FixedMul(4*gravity, mapobjectscale)*P_MobjFlip(player->mo);
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K_SpawnAirdropTrail(player);
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}
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}
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else if (airdropactive == AIRDROP_LIGHT)
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