Remove sparkle rotate and revert ringboost

This commit is contained in:
NepDisk 2025-01-02 18:36:53 -05:00
parent 75b29bde2e
commit b1a0504cea
5 changed files with 12 additions and 49 deletions

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@ -340,7 +340,6 @@ actionpointer_t actionpointers[] =
{{A_MayonakaArrow}, "A_MAYONAKAARROW"},
{{A_MementosTPParticles}, "A_MEMENTOSTPPARTICLES"},
{{A_ReaperThinker}, "A_REAPERTHINKER"},
{{A_InvincSparkleRotate}, "A_INVINCSPARKLEROTATE"},
{{NULL}, "NONE"},

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@ -4145,11 +4145,11 @@ state_t states[NUMSTATES] =
{SPR_AIDU, FF_ANIMATE|FF_PAPERSPRITE, 5*2, {NULL}, 5, 2, S_NULL}, // S_KARTAIZDRIFTSTRAT
{SPR_KINV, FF_FULLBRIGHT, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN_SMALL2}, // S_KARTINVULN_SMALL1
{SPR_KINV, FF_FULLBRIGHT|1, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN_SMALL3}, // S_KARTINVULN_SMALL2
{SPR_KINV, FF_FULLBRIGHT|2, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN_SMALL4}, // S_KARTINVULN_SMALL3
{SPR_KINV, FF_FULLBRIGHT|3, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN_SMALL5}, // S_KARTINVULN_SMALL4
{SPR_KINV, FF_FULLBRIGHT|4, 1, {A_InvincSparkleRotate}, 0, 0, S_NULL}, // S_KARTINVULN_SMALL5
{SPR_KINV, FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_KARTINVULN_SMALL2}, // S_KARTINVULN_SMALL1
{SPR_KINV, FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_KARTINVULN_SMALL3}, // S_KARTINVULN_SMALL2
{SPR_KINV, FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_KARTINVULN_SMALL4}, // S_KARTINVULN_SMALL3
{SPR_KINV, FF_FULLBRIGHT|3, 1, {NULL}, 0, 0, S_KARTINVULN_SMALL5}, // S_KARTINVULN_SMALL4
{SPR_KINV, FF_FULLBRIGHT|4, 1, {NULL}, 0, 0, S_NULL}, // S_KARTINVULN_SMALL5
{SPR_KINV, FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_KARTINVULN_LARGE2}, // S_KARTINVULN_LARGE1
{SPR_KINV, FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_KARTINVULN_LARGE3}, // S_KARTINVULN_LARGE2
@ -23043,7 +23043,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
{ // MT_SPARKLETRAIL
-1, // doomednum
S_NULL, // spawnstate
S_KARTINVULN_SMALL1, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound

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@ -295,7 +295,6 @@ enum actionnum
A_MAYONAKAARROW,
A_MEMENTOSTPPARTICLES,
A_REAPERTHINKER,
A_INVINCSPARKLEROTATE,
NUMACTIONS
};
@ -571,7 +570,6 @@ void A_RoamingShadowThinker();
void A_MayonakaArrow();
void A_ReaperThinker();
void A_MementosTPParticles();
void A_InvincSparkleRotate();
void A_DeathSpin();
extern boolean actionsoverridden[NUMACTIONS];

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@ -2770,18 +2770,18 @@ static void K_GetKartBoostPower(player_t *player)
sneakerspeedboost = max(speedboost, 32768);
break;
}
ADDBOOST(sneakerspeedboost, 8*FRACUNIT); // + ???% top speed, + 800% acceleration, +50% handlin
ADDBOOST(sneakerspeedboost, 8*FRACUNIT); // + ???% top speed, + 800% acceleration
}
if (player->invincibilitytimer) // Invincibility
{
ADDBOOST(3*FRACUNIT/8, 3*FRACUNIT); // + 37.5% top speed, + 300% acceleration, +25% handling
ADDBOOST(3*FRACUNIT/8, 3*FRACUNIT); // + 37.5% top speed, + 300% acceleration
}
if (player->growshrinktimer > 0) // Grow
{
ADDBOOST(FRACUNIT/5, 0); // + 20% top speed, + 0% acceleration, +25% handling
ADDBOOST(FRACUNIT/5, 0); // + 20% top speed, + 0% acceleration
}
if (player->flamedash) // Flame Shield dash
@ -2792,19 +2792,17 @@ static void K_GetKartBoostPower(player_t *player)
if (player->startboost) // Startup Boost
{
ADDBOOST(FRACUNIT/4, 6*FRACUNIT); // + 25% top speed, + 300% acceleration, +25% handling
ADDBOOST(FRACUNIT/4, 6*FRACUNIT); // + 25% top speed, + 300% acceleration
}
if (player->driftboost) // Drift Boost
{
ADDBOOST(FRACUNIT/4, 4*FRACUNIT); // + 25% top speed, + 400% acceleration, +0% handling
ADDBOOST(FRACUNIT/4, 4*FRACUNIT); // + 25% top speed, + 400% acceleration
}
if (player->ringboost) // Ring Boost
{
// Make rings additive so they aren't useless with other boosts
speedboost += FRACUNIT/6; // 15%
accelboost = max(4*FRACUNIT, accelboost); // 400%
ADDBOOST(FRACUNIT/5, 4*FRACUNIT); // + 20% top speed, + 400% acceleration
}
player->boostpower = boostpower;

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@ -328,7 +328,6 @@ void A_RoamingShadowThinker(mobj_t *actor);
void A_MayonakaArrow(mobj_t *actor);
void A_ReaperThinker(mobj_t *actor);
void A_MementosTPParticles(mobj_t *actor);
void A_InvincSparkleRotate(mobj_t *actor);
void A_DeathSpin(mobj_t *actor);
//for p_enemy.c
@ -14193,37 +14192,6 @@ void A_ReaperThinker(mobj_t *actor)
}
}
void A_InvincSparkleRotate(mobj_t *actor)
{
fixed_t sx, sy, sz; // Teleport dests.
mobj_t *ghost = NULL;
if (LUA_CallAction(A_INVINCSPARKLEROTATE, actor))
return;
if (!actor->target || P_MobjWasRemoved(actor->target))
return;
//CONS_Printf("%d\n", actor->movefactor/FRACUNIT);
sx = actor->target->x + FixedMul((actor->movefactor), FINECOSINE((actor->angle)>>ANGLETOFINESHIFT));
sy = actor->target->y + FixedMul((actor->movefactor), FINESINE((actor->angle)>>ANGLETOFINESHIFT));
sz = actor->target->z + (actor->extravalue1) + FixedMul((actor->cvmem), FINECOSINE((leveltime*ANG1*10 + actor->angle)>>ANGLETOFINESHIFT));
P_MoveOrigin(actor, sx, sy, sz);
actor->momx = actor->target->momx;
actor->momy = actor->target->momy;
actor->momz = actor->target->momz; // Give momentum for eventual interp builds idk.
actor->angle += ANG1*10*(actor->extravalue2); // Arbitrary value, change this if you want, I suppose.
ghost = P_SpawnGhostMobj(actor);
if (ghost != NULL && P_MobjWasRemoved(ghost) == false)
{
ghost->frame |= FF_ADD;
ghost->fuse = 4;
}
}
void A_DeathSpin(mobj_t *actor)
{
INT32 locvar1 = var1;