Fix Jawz behaviour
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e3f6cf4092
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3 changed files with 96 additions and 171 deletions
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@ -3290,7 +3290,7 @@ void M_StartControlPanel(void)
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//SPauseMenu[spause_levelselect].status = (gamecomplete) ? (IT_STRING | IT_CALL) : (IT_DISABLED);
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// And emblem hints.
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SPauseMenu[spause_hints].status = (M_SecretUnlocked(SECRET_EMBLEMHINTS)) ? (IT_STRING | IT_CALL) : (IT_DISABLED);
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SPauseMenu[spause_hints].status = /*(M_SecretUnlocked(SECRET_EMBLEMHINTS)) ? (IT_STRING | IT_CALL) :*/ (IT_DISABLED);
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// Shift up Pandora's Box if both pandora and levelselect are active
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/*if (SPauseMenu[spause_pandora].status != (IT_DISABLED)
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@ -13136,119 +13136,33 @@ void A_ItemPop(mobj_t *actor)
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void A_JawzChase(mobj_t *actor)
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{
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const fixed_t currentspeed = R_PointToDist2(0, 0, actor->momx, actor->momy);
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player_t *player;
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fixed_t thrustamount = 0;
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fixed_t frictionsafety = (actor->friction == 0) ? 1 : actor->friction;
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fixed_t topspeed = actor->movefactor;
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if (LUA_CallAction(A_JAWZCHASE, actor))
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return;
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if (actor->tracer)
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{
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/*if ((gametyperules & GTR_CIRCUIT)) // Stop looking after first target in race
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actor->extravalue1 = 1;*/
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if (actor->tracer->health)
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{
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const angle_t targetangle = R_PointToAngle2(actor->x, actor->y, actor->tracer->x, actor->tracer->y);
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mobj_t *ret;
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angle_t angledelta = actor->angle - targetangle;
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boolean turnclockwise = true;
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if (gametyperules & GTR_CIRCUIT)
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{
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const fixed_t distbarrier = FixedMul(512*mapobjectscale, FRACUNIT + ((gamespeed-1) * (FRACUNIT/4)));
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const fixed_t distaway = P_AproxDistance(actor->tracer->x - actor->x, actor->tracer->y - actor->y);
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if (distaway < distbarrier)
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{
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if (actor->tracer->player)
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{
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fixed_t speeddifference = abs(topspeed - min(actor->tracer->player->speed, K_GetKartSpeed(actor->tracer->player, false, false)));
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topspeed = topspeed - FixedMul(speeddifference, FRACUNIT-FixedDiv(distaway, distbarrier));
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}
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}
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}
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if (angledelta != 0)
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{
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angle_t MAX_JAWZ_TURN = ANGLE_90/15; // We can turn a maximum of 6 degrees per frame at regular max speed
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// MAX_JAWZ_TURN gets stronger the slower the top speed of jawz
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if (topspeed < actor->movefactor)
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{
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if (topspeed == 0)
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{
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MAX_JAWZ_TURN = ANGLE_180;
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}
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else
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{
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fixed_t anglemultiplier = FixedDiv(actor->movefactor, topspeed);
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MAX_JAWZ_TURN += FixedAngle(FixedMul(AngleFixed(MAX_JAWZ_TURN), anglemultiplier));
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}
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}
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if (angledelta > ANGLE_180)
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{
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angledelta = InvAngle(angledelta);
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turnclockwise = false;
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}
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if (angledelta > MAX_JAWZ_TURN)
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{
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angledelta = MAX_JAWZ_TURN;
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}
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if (turnclockwise)
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{
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actor->angle -= angledelta;
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}
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else
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{
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actor->angle += angledelta;
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}
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}
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ret = P_SpawnMobj(actor->tracer->x, actor->tracer->y, actor->tracer->z, MT_PLAYERRETICULE);
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P_SetTarget(&ret->target, actor->tracer);
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ret->old_x = actor->tracer->old_x;
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ret->old_y = actor->tracer->old_y;
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ret->old_z = actor->tracer->old_z;
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P_SetTarget(&ret->target, actor->tracer);
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ret->frame |= ((leveltime % 10) / 2) + 5;
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ret->color = actor->cvmem;
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P_Thrust(actor, R_PointToAngle2(actor->x, actor->y, actor->tracer->x, actor->tracer->y), (7*actor->movefactor)/64);
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return;
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}
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else
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P_SetTarget(&actor->tracer, NULL);
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}
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if (!P_IsObjectOnGround(actor))
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{
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// No friction in the air
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frictionsafety = FRACUNIT;
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}
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if (currentspeed >= topspeed)
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{
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// Thrust as if you were at top speed, slow down naturally
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thrustamount = FixedDiv(topspeed, frictionsafety) - topspeed;
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}
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else
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{
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const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
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// Thrust to immediately get to top speed
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thrustamount = beatfriction + FixedDiv(topspeed - currentspeed, frictionsafety);
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}
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if (!actor->tracer)
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{
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actor->angle = K_MomentumAngle(actor);
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}
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P_Thrust(actor, actor->angle, thrustamount);
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if ((actor->tracer != NULL) && (actor->tracer->health > 0))
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return;
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if (actor->extravalue1) // Disable looking by setting this
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return;
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171
src/p_mobj.c
171
src/p_mobj.c
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@ -15,6 +15,7 @@
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#include "d_netcmd.h"
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#include "dehacked.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "doomtype.h"
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#include "g_game.h"
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#include "g_input.h"
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@ -3202,11 +3203,11 @@ void P_MobjCheckWater(mobj_t *mobj)
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if (!!(mobj->eflags & MFE_UNDERWATER) == wasinwater)
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return;
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if (p && !p->waterskip &&
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/*if (p && !p->waterskip &&
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p->curshield != KSHIELD_BUBBLE && wasinwater)
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{
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S_StartSound(mobj, sfx_s3k38);
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}
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}*/
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if ((p) // Players
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|| (mobj->flags & MF_PUSHABLE) // Pushables
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@ -6879,92 +6880,102 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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break;
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}
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case MT_JAWZ:
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{
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mobj_t *ghost = P_SpawnGhostMobj(mobj);
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if (mobj->target && !P_MobjWasRemoved(mobj->target) && mobj->target->player)
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{
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ghost->color = mobj->target->player->skincolor;
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ghost->colorized = true;
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}
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sector_t *sec2;
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fixed_t topspeed = mobj->movefactor;
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fixed_t distbarrier = 512*mapobjectscale;
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fixed_t distaway;
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if (mobj->threshold > 0)
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mobj->threshold--;
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if (leveltime % TICRATE == 0)
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S_StartSound(mobj, mobj->info->activesound);
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// Movement handling has ALL been moved to A_JawzChase
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K_DriftDustHandling(mobj);
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if (P_MobjTouchingSectorSpecial(mobj, 3, 1))
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K_DoPogoSpring(mobj, 0, 1);
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if (!(gametyperules & GTR_CIRCUIT))
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mobj->friction = max(0, 3 * mobj->friction / 4);
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break;
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}
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case MT_JAWZ_DUD:
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{
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boolean grounded = P_IsObjectOnGround(mobj);
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if (mobj->flags2 & MF2_AMBUSH)
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{
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if (grounded && (mobj->flags & MF_NOCLIPTHING))
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{
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mobj->momx = 1;
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mobj->momy = 0;
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S_StartSound(mobj, mobj->info->deathsound);
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mobj->flags &= ~MF_NOCLIPTHING;
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}
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}
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else
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{
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mobj_t *ghost = P_SpawnGhostMobj(mobj);
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const fixed_t currentspeed = R_PointToDist2(0, 0, mobj->momx, mobj->momy);
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fixed_t frictionsafety = (mobj->friction == 0) ? 1 : mobj->friction;
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fixed_t thrustamount = 0;
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if (mobj->target && !P_MobjWasRemoved(mobj->target) && mobj->target->player)
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{
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ghost->color = mobj->target->player->skincolor;
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ghost->colorized = true;
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}
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if (!grounded)
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{
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// No friction in the air
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frictionsafety = FRACUNIT;
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}
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if (currentspeed >= mobj->movefactor)
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{
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// Thrust as if you were at top speed, slow down naturally
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thrustamount = FixedDiv(mobj->movefactor, frictionsafety) - mobj->movefactor;
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}
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else
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{
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const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
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// Thrust to immediately get to top speed
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thrustamount = beatfriction + FixedDiv(mobj->movefactor - currentspeed, frictionsafety);
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}
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mobj->angle = K_MomentumAngle(mobj);
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P_Thrust(mobj, mobj->angle, thrustamount);
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if (P_MobjTouchingSectorSpecial(mobj, 3, 1))
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K_DoPogoSpring(mobj, 0, 1);
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P_SpawnGhostMobj(mobj);
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if (mobj->threshold > 0)
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mobj->threshold--;
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if (leveltime % TICRATE == 0)
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S_StartSound(mobj, mobj->info->activesound);
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}
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break;
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}
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if (gamespeed == 0)
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distbarrier = FixedMul(distbarrier, FRACUNIT-FRACUNIT/4);
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//expert speed
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else if (gamespeed == 2 || gamespeed == 3)
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distbarrier = FixedMul(distbarrier, FRACUNIT+FRACUNIT/4);
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if ((gametyperules & GTR_CIRCUIT) && mobj->tracer)
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{
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distaway = P_AproxDistance(mobj->tracer->x - mobj->x, mobj->tracer->y - mobj->y);
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if (distaway < distbarrier)
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{
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if (mobj->tracer->player)
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{
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fixed_t speeddifference = abs(topspeed - min(mobj->tracer->player->speed, K_GetKartSpeed(mobj->tracer->player, false,false)));
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topspeed = topspeed - FixedMul(speeddifference, FRACUNIT-FixedDiv(distaway, distbarrier));
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}
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}
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}
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if (gametype == GT_BATTLE)
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{
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mobj->friction -= 1228;
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if (mobj->friction > FRACUNIT)
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mobj->friction = FRACUNIT;
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if (mobj->friction < 0)
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mobj->friction = 0;
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}
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mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
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P_InstaThrust(mobj, mobj->angle, topspeed);
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if (mobj->tracer)
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mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->tracer->x, mobj->tracer->y);
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else
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mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
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K_DriftDustHandling(mobj);
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sec2 = P_ThingOnSpecial3DFloor(mobj);
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if ((sec2 && GETSECSPECIAL(sec2->special, 3) == 1)
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|| (P_IsObjectOnRealGround(mobj, mobj->subsector->sector)
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&& GETSECSPECIAL(mobj->subsector->sector->special, 3) == 1))
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K_DoPogoSpring(mobj, 0, 1);
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break;
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}
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case MT_JAWZ_DUD:
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{
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boolean grounded = P_IsObjectOnGround(mobj);
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if (mobj->flags2 & MF2_AMBUSH)
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{
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if (grounded && (mobj->flags & MF_NOCLIPTHING))
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{
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mobj->momx = 1;
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mobj->momy = 0;
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S_StartSound(mobj, mobj->info->deathsound);
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mobj->flags &= ~MF_NOCLIPTHING;
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}
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}
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else
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{
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P_SpawnGhostMobj(mobj);
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mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
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P_InstaThrust(mobj, mobj->angle, mobj->movefactor);
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if (grounded)
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{
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sector_t *sec2 = P_ThingOnSpecial3DFloor(mobj);
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if ((sec2 && GETSECSPECIAL(sec2->special, 3) == 1)
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|| (P_IsObjectOnRealGround(mobj, mobj->subsector->sector)
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&& GETSECSPECIAL(mobj->subsector->sector->special, 3) == 1))
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K_DoPogoSpring(mobj, 0, 1);
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}
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if (mobj->threshold > 0)
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mobj->threshold--;
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if (leveltime % TICRATE == 0)
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S_StartSound(mobj, mobj->info->activesound);
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}
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break;
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}
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case MT_EGGMANITEM:
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/* FALLTHRU */
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case MT_BANANA:
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