Remove sparkle rotate and revert ringboost
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75b29bde2e
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5 changed files with 12 additions and 49 deletions
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@ -340,7 +340,6 @@ actionpointer_t actionpointers[] =
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{{A_MayonakaArrow}, "A_MAYONAKAARROW"},
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{{A_MementosTPParticles}, "A_MEMENTOSTPPARTICLES"},
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{{A_ReaperThinker}, "A_REAPERTHINKER"},
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{{A_InvincSparkleRotate}, "A_INVINCSPARKLEROTATE"},
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{{NULL}, "NONE"},
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12
src/info.c
12
src/info.c
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@ -4145,11 +4145,11 @@ state_t states[NUMSTATES] =
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{SPR_AIDU, FF_ANIMATE|FF_PAPERSPRITE, 5*2, {NULL}, 5, 2, S_NULL}, // S_KARTAIZDRIFTSTRAT
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{SPR_KINV, FF_FULLBRIGHT, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN_SMALL2}, // S_KARTINVULN_SMALL1
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{SPR_KINV, FF_FULLBRIGHT|1, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN_SMALL3}, // S_KARTINVULN_SMALL2
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{SPR_KINV, FF_FULLBRIGHT|2, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN_SMALL4}, // S_KARTINVULN_SMALL3
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{SPR_KINV, FF_FULLBRIGHT|3, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN_SMALL5}, // S_KARTINVULN_SMALL4
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{SPR_KINV, FF_FULLBRIGHT|4, 1, {A_InvincSparkleRotate}, 0, 0, S_NULL}, // S_KARTINVULN_SMALL5
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{SPR_KINV, FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_KARTINVULN_SMALL2}, // S_KARTINVULN_SMALL1
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{SPR_KINV, FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_KARTINVULN_SMALL3}, // S_KARTINVULN_SMALL2
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{SPR_KINV, FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_KARTINVULN_SMALL4}, // S_KARTINVULN_SMALL3
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{SPR_KINV, FF_FULLBRIGHT|3, 1, {NULL}, 0, 0, S_KARTINVULN_SMALL5}, // S_KARTINVULN_SMALL4
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{SPR_KINV, FF_FULLBRIGHT|4, 1, {NULL}, 0, 0, S_NULL}, // S_KARTINVULN_SMALL5
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{SPR_KINV, FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_KARTINVULN_LARGE2}, // S_KARTINVULN_LARGE1
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{SPR_KINV, FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_KARTINVULN_LARGE3}, // S_KARTINVULN_LARGE2
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@ -23043,7 +23043,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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{ // MT_SPARKLETRAIL
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-1, // doomednum
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S_NULL, // spawnstate
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S_KARTINVULN_SMALL1, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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@ -295,7 +295,6 @@ enum actionnum
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A_MAYONAKAARROW,
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A_MEMENTOSTPPARTICLES,
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A_REAPERTHINKER,
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A_INVINCSPARKLEROTATE,
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NUMACTIONS
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};
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@ -571,7 +570,6 @@ void A_RoamingShadowThinker();
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void A_MayonakaArrow();
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void A_ReaperThinker();
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void A_MementosTPParticles();
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void A_InvincSparkleRotate();
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void A_DeathSpin();
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extern boolean actionsoverridden[NUMACTIONS];
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14
src/k_kart.c
14
src/k_kart.c
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@ -2770,18 +2770,18 @@ static void K_GetKartBoostPower(player_t *player)
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sneakerspeedboost = max(speedboost, 32768);
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break;
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}
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ADDBOOST(sneakerspeedboost, 8*FRACUNIT); // + ???% top speed, + 800% acceleration, +50% handlin
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ADDBOOST(sneakerspeedboost, 8*FRACUNIT); // + ???% top speed, + 800% acceleration
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}
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if (player->invincibilitytimer) // Invincibility
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{
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ADDBOOST(3*FRACUNIT/8, 3*FRACUNIT); // + 37.5% top speed, + 300% acceleration, +25% handling
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ADDBOOST(3*FRACUNIT/8, 3*FRACUNIT); // + 37.5% top speed, + 300% acceleration
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}
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if (player->growshrinktimer > 0) // Grow
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{
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ADDBOOST(FRACUNIT/5, 0); // + 20% top speed, + 0% acceleration, +25% handling
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ADDBOOST(FRACUNIT/5, 0); // + 20% top speed, + 0% acceleration
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}
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if (player->flamedash) // Flame Shield dash
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@ -2792,19 +2792,17 @@ static void K_GetKartBoostPower(player_t *player)
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if (player->startboost) // Startup Boost
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{
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ADDBOOST(FRACUNIT/4, 6*FRACUNIT); // + 25% top speed, + 300% acceleration, +25% handling
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ADDBOOST(FRACUNIT/4, 6*FRACUNIT); // + 25% top speed, + 300% acceleration
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}
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if (player->driftboost) // Drift Boost
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{
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ADDBOOST(FRACUNIT/4, 4*FRACUNIT); // + 25% top speed, + 400% acceleration, +0% handling
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ADDBOOST(FRACUNIT/4, 4*FRACUNIT); // + 25% top speed, + 400% acceleration
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}
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if (player->ringboost) // Ring Boost
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{
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// Make rings additive so they aren't useless with other boosts
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speedboost += FRACUNIT/6; // 15%
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accelboost = max(4*FRACUNIT, accelboost); // 400%
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ADDBOOST(FRACUNIT/5, 4*FRACUNIT); // + 20% top speed, + 400% acceleration
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}
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player->boostpower = boostpower;
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@ -328,7 +328,6 @@ void A_RoamingShadowThinker(mobj_t *actor);
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void A_MayonakaArrow(mobj_t *actor);
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void A_ReaperThinker(mobj_t *actor);
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void A_MementosTPParticles(mobj_t *actor);
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void A_InvincSparkleRotate(mobj_t *actor);
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void A_DeathSpin(mobj_t *actor);
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//for p_enemy.c
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@ -14193,37 +14192,6 @@ void A_ReaperThinker(mobj_t *actor)
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}
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}
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void A_InvincSparkleRotate(mobj_t *actor)
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{
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fixed_t sx, sy, sz; // Teleport dests.
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mobj_t *ghost = NULL;
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if (LUA_CallAction(A_INVINCSPARKLEROTATE, actor))
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return;
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if (!actor->target || P_MobjWasRemoved(actor->target))
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return;
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//CONS_Printf("%d\n", actor->movefactor/FRACUNIT);
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sx = actor->target->x + FixedMul((actor->movefactor), FINECOSINE((actor->angle)>>ANGLETOFINESHIFT));
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sy = actor->target->y + FixedMul((actor->movefactor), FINESINE((actor->angle)>>ANGLETOFINESHIFT));
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sz = actor->target->z + (actor->extravalue1) + FixedMul((actor->cvmem), FINECOSINE((leveltime*ANG1*10 + actor->angle)>>ANGLETOFINESHIFT));
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P_MoveOrigin(actor, sx, sy, sz);
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actor->momx = actor->target->momx;
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actor->momy = actor->target->momy;
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actor->momz = actor->target->momz; // Give momentum for eventual interp builds idk.
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actor->angle += ANG1*10*(actor->extravalue2); // Arbitrary value, change this if you want, I suppose.
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ghost = P_SpawnGhostMobj(actor);
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if (ghost != NULL && P_MobjWasRemoved(ghost) == false)
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{
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ghost->frame |= FF_ADD;
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ghost->fuse = 4;
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}
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}
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void A_DeathSpin(mobj_t *actor)
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{
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INT32 locvar1 = var1;
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