stacking part 5: Implement stacking visual
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5 changed files with 48 additions and 20 deletions
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@ -1058,6 +1058,8 @@ _(TUMBLECOIN)
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_(KARMAFIREWORK)
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_(GAINAX)
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_(BOOSTSTACK)
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_(FOLLOWER)
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_(FOLLOWERBUBBLE_FRONT)
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_(FOLLOWERBUBBLE_BACK)
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@ -715,6 +715,8 @@ _(WTRU) // Water Trail Underlay
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_(GCHA) // follower: generic chao
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_(CHEZ) // follower: cheese
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_(BSSS) // Stacking effect
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_(TRCK)
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// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later
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@ -4200,6 +4200,8 @@ _(GAINAX_HUGE)
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_(GAINAX_MID1)
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_(GAINAX_MID2)
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_(BOOSTSTACK)
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_(WAYPOINTORB)
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_(WAYPOINTSPLAT)
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_(EGOORB)
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34
src/k_kart.c
34
src/k_kart.c
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@ -2301,6 +2301,17 @@ void K_SpawnInvincibilitySpeedLines(mobj_t *mo)
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fast->destscale = 6*((mo->player->invincibilitytimer/TICRATE)*FRACUNIT)/8;
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}
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static void K_SpawnStackingEffect(player_t *player)
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{
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// Thanks to 1ndev for code used for booststack->scale and boosttack->frame! (taken and modified from BoostStack)
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mobj_t *booststack = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_BOOSTSTACK);
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P_SetTarget(&booststack->target, player->mo);
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P_SetScale(booststack, FixedMul(FRACUNIT + FixedMul(2*FRACUNIT - FRACUNIT, FixedDiv(min(player->numboosts,4)*FRACUNIT, 4*FRACUNIT)), mapobjectscale));
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booststack->angle = player->mo->angle + ANGLE_90;
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booststack->color = player->mo->color;
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}
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void K_SpawnBumpEffect(mobj_t *mo)
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{
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mobj_t *fx = P_SpawnMobj(mo->x, mo->y, mo->z, MT_BUMP);
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@ -7194,25 +7205,11 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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}
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}
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/*if (gametype == GT_RACE && player->rings <= 0 && (K_RingsActive() == true)) // spawn ring debt indicator
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// Stacking Effect
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if (stackingactive && player->numboosts > 1)
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{
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mobj_t *debtflag = P_SpawnMobj(player->mo->x + player->mo->momx, player->mo->y + player->mo->momy,
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player->mo->z + P_GetMobjZMovement(player->mo) + player->mo->height + (24*player->mo->scale), MT_THOK);
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P_SetMobjState(debtflag, S_RINGDEBT);
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P_SetScale(debtflag, (debtflag->destscale = player->mo->scale));
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K_MatchGenericExtraFlags(debtflag, player->mo);
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debtflag->frame += (leveltime % 4);
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if ((leveltime/12) & 1)
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debtflag->frame += 4;
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debtflag->color = player->skincolor;
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debtflag->fuse = 2;
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debtflag->renderflags = K_GetPlayerDontDrawFlag(player);
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}*/
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K_SpawnStackingEffect(player);
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}
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}
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if (player->itemtype == KITEM_NONE)
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@ -8812,6 +8809,7 @@ INT32 K_GetKartDriftSparkValueForStage(player_t *player, UINT8 stage)
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static void K_SpawnDriftEFX(player_t *player,SINT8 level)
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{
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mobj_t *overlay = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_BOOSTFLAME);
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P_SetMobjState(overlay, S_DRIFTBOOSTFLAME);
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P_SetTarget(&overlay->target, player->mo);
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P_SetScale(overlay, (overlay->destscale = player->mo->scale));
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K_FlipFromObject(overlay, player->mo);
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28
src/p_mobj.c
28
src/p_mobj.c
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@ -7081,11 +7081,15 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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mobj->angle = mobj->extravalue1 && p ? p->drawangle : mobj->target->angle;
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P_MoveOrigin(mobj, mobj->target->x + P_ReturnThrustX(mobj, mobj->angle+ANGLE_180, mobj->target->radius),
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mobj->target->y + P_ReturnThrustY(mobj, mobj->angle+ANGLE_180, mobj->target->radius), mobj->target->z);
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K_FlipFromObject(mobj, mobj->target);
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P_SetScale(mobj, mobj->target->scale);
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mobj->roll = mobj->target->roll;
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mobj->pitch = mobj->target->pitch;
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mobj->sloperoll = mobj->target->sloperoll;
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mobj->slopepitch = mobj->target->slopepitch;
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if (p)
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{
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if (mobj->extravalue1)
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@ -7129,7 +7133,6 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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if (mobj->extravalue1)
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{
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if (leveltime % 2 == 1)
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{
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mobj->frame |= FF_TRANS60;
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@ -7143,7 +7146,6 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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{
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mobj->color = K_RainbowColor(leveltime);
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}
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}
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if (mobj->state == &states[S_BOOSTSMOKESPAWNER])
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@ -7307,6 +7309,28 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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}
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break;
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case MT_BOOSTSTACK:
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{
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if (!mobj->target || P_MobjWasRemoved(mobj->target) || !mobj->target->health || (mobj->target->player && !mobj->target->player->numboosts))
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{
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P_RemoveMobj(mobj);
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return false;
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}
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mobj->roll = mobj->target->roll;
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mobj->pitch = mobj->target->pitch;
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mobj->sloperoll = mobj->target->sloperoll;
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mobj->slopepitch = mobj->target->slopepitch;
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// Thx Indev! (taken and modified from BoostStack)
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P_MoveOrigin(mobj, mobj->target->x + FixedMul(cos(mobj->target->angle), FixedMul(30*FRACUNIT, mapobjectscale)), mobj->target->y + FixedMul(sin(mobj->target->angle), FixedMul(30*FRACUNIT, mapobjectscale)), mobj->target->z);
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K_FlipFromObject(mobj, mobj->target);
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// Leveltime based animation
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mobj->frame = states[S_BOOSTSTACK].frame + (leveltime / 3) % 5;
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break;
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}
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case MT_THUNDERSHIELD:
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{
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if (!mobj->target || !mobj->target->health || !mobj->target->player
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