Merge branch 'next' into altthunder

This commit is contained in:
minenice55 2026-03-14 17:45:47 -04:00
commit ddef03927c
10 changed files with 251 additions and 272 deletions

View file

@ -346,11 +346,6 @@ boolean D_RenderLevel(void)
{
viewssnum = i;
#ifdef HWRENDER
if (rendermode == render_opengl)
HWR_RenderPlayerView();
else
#endif
if (rendermode != render_none)
{
if (i > 0) // Splitscreen-specific
@ -380,7 +375,15 @@ boolean D_RenderLevel(void)
break;
}
}
}
#ifdef HWRENDER
if (rendermode == render_opengl)
HWR_RenderPlayerView();
else
#endif
if (rendermode != render_none)
{
R_RenderPlayerView();
}
}

View file

@ -122,17 +122,23 @@ typedef struct
FLOAT scalex,scaley,scalez;
FLOAT fovxangle, fovyangle;
UINT8 splitscreen;
boolean flip; // screenflip
boolean shearing; // 14042019
float viewaiming; // 17052019
boolean roll;
FLOAT rollangle; // done to not override USE_FTRANSFORM_ANGLEZ
FLOAT centerx, centery;
FLOAT rollx, rollz;
boolean mirror; // SRB2Kart: Encore Mode
boolean mirrorflip; // Encore Mode with Flipcam
UINT8 fliptype;
} FTransform;
enum
{
TRANSFORM_NONE = 0,
TRANSFORM_FLIP = 1 << 0, // screenflip
TRANSFORM_MIRROR = 1 << 1, // SRB2Kart: Encore Mode
TRANSFORM_MIRRORFLIP = TRANSFORM_FLIP|TRANSFORM_MIRROR // SRB2Kart: Encore Mode with Flipcam
};
// Transformed vector, as passed to HWR API
typedef struct
{

View file

@ -61,22 +61,6 @@
// GLOBALS
// ==========================================================================
// base values set at SetViewSize
static float gl_basecentery;
static float gl_basecenterx;
float gl_baseviewwindowy, gl_basewindowcentery;
float gl_baseviewwindowx, gl_basewindowcenterx;
float gl_viewwidth, gl_viewheight; // viewport clipping boundaries (screen coords)
float gl_viewwindowx;
static float gl_centerx, gl_centery;
static float gl_viewwindowy; // top left corner of view window
static float gl_windowcenterx; // center of view window, for projection
static float gl_windowcentery;
static float gl_pspritexscale, gl_pspriteyscale;
seg_t *gl_curline;
side_t *gl_sidedef;
line_t *gl_linedef;
@ -604,61 +588,9 @@ boolean HWR_BlendMidtextureSurface(FSurfaceInfo *pSurf)
// -----------------+
void HWR_SetViewSize(void)
{
// setup view size
gl_viewwidth = (float)vid.width;
gl_viewheight = (float)vid.height;
if (r_splitscreen > 0)
{
gl_viewheight /= 2;
if (r_splitscreen > 1)
{
gl_viewwidth /= 2;
}
}
gl_basecenterx = gl_viewwidth / 2;
gl_basecentery = gl_viewheight / 2;
gl_baseviewwindowx = 0;
gl_basewindowcenterx = gl_viewwidth / 2;
gl_baseviewwindowy = 0;
gl_basewindowcentery = gl_viewheight / 2;
gl_pspritexscale = gl_viewwidth / BASEVIDWIDTH;
gl_pspriteyscale = ((vid.height*gl_pspritexscale*BASEVIDWIDTH)/BASEVIDHEIGHT)/vid.width;
GL_FlushScreenTextures();
}
// -------------------+
// HWR_ShiftViewPort : offset viewport according to current split
// -------------------+
static void HWR_ShiftViewPort(void)
{
gl_centerx = gl_basecenterx;
gl_viewwindowx = gl_baseviewwindowx;
gl_windowcenterx = gl_basewindowcenterx;
gl_centery = gl_basecentery;
gl_viewwindowy = gl_baseviewwindowy;
gl_windowcentery = gl_basewindowcentery;
if (viewssnum > ( r_splitscreen > 1 ))
{
gl_viewwindowy += gl_viewheight;
gl_windowcentery += gl_viewheight;
}
if (r_splitscreen > 1 && viewssnum & 1)
{
gl_viewwindowx += gl_viewwidth;
gl_windowcenterx += gl_viewwidth;
}
}
// Set view aiming, for the sky dome, the skybox,
// and the normal view, all with a single function.
void HWR_SetTransformAiming(FTransform *trans, player_t *player, boolean skybox, boolean side_effect)
@ -669,7 +601,9 @@ void HWR_SetTransformAiming(FTransform *trans, player_t *player, boolean skybox,
if (cv_glshearing.value == 1 || (cv_glshearing.value == 2 && R_IsViewpointThirdPerson(player, skybox)))
{
fixed_t fixedaiming = AIMINGTODY(aimingangle);
trans->viewaiming = FIXED_TO_FLOAT(fixedaiming);
trans->viewaiming = FixedToFloat(fixedaiming) * ((float)vid.width / (float)vid.height) / ((float)BASEVIDWIDTH / (float)BASEVIDHEIGHT);
if (splitscreen == 1) // only for 2 player splitscreen
trans->viewaiming *= 2.125f; // splitscreen adjusts fov with 0.8, so compensate (but only halfway, since splitscreen means only half the screen is used)
trans->shearing = true;
temp_aimingangle = 0;
}
@ -730,17 +664,17 @@ static void HWR_PrepareTransform(player_t *player, boolean is_skybox)
gl_viewludsin = FIXED_TO_FLOAT(FINECOSINE(gl_aimingangle>>ANGLETOFINESHIFT));
gl_viewludcos = FIXED_TO_FLOAT(-FINESINE(gl_aimingangle>>ANGLETOFINESHIFT));
atransform.flip = false;
if ((thiscam->postimgflags & POSTIMG_FLIP) && !(thiscam->postimgflags & POSTIMG_MIRROR))
atransform.flip = true;
atransform.mirror = false;
if ((thiscam->postimgflags & POSTIMG_MIRROR) && !(thiscam->postimgflags & POSTIMG_FLIP))
atransform.mirror = true;
atransform.mirrorflip = false;
if ((thiscam->postimgflags & POSTIMG_FLIP) && (thiscam->postimgflags & POSTIMG_MIRROR))
atransform.mirrorflip = true;
if (thiscam->postimgflags & POSTIMG_FLIP)
{
if (thiscam->postimgflags & POSTIMG_MIRROR)
atransform.fliptype = TRANSFORM_MIRRORFLIP;
else
atransform.fliptype = TRANSFORM_FLIP;
}
else if (thiscam->postimgflags & POSTIMG_MIRROR)
{
atransform.fliptype = TRANSFORM_MIRROR;
}
atransform.x = gl_viewx; // FIXED_TO_FLOAT(viewx)
atransform.y = gl_viewy; // FIXED_TO_FLOAT(viewy)
@ -987,7 +921,6 @@ static void HWR_RenderViewpoint(player_t *player, boolean drawSkyTexture, boolea
if (timing)
{
ps_hw_spritesorttime = I_GetPreciseTime();
}
@ -1057,6 +990,20 @@ void HWR_RollTransform(FTransform *tr, angle_t roll)
}
}
// -----------------+
// HWR_ClearView : clear the viewwindow, with maximum z value. also clears stencil buffer.
// -----------------+
static inline void HWR_ClearView(void)
{
GL_GClipRect(viewwindowx,
viewwindowy,
(viewwindowx + viewwidth),
(viewwindowy + viewheight),
ZCLIP_PLANE);
GL_ClearBuffer(false, true, true, NULL);
}
void HWR_RenderPlayerView(void)
{
player_t * player = &players[displayplayers[viewssnum]];
@ -1070,7 +1017,19 @@ void HWR_RenderPlayerView(void)
ClearColor.blue = 0.0f;
ClearColor.alpha = 1.0f;
GL_ClearBuffer(true, true, true, &ClearColor);
if (cv_glshaders.value)
GL_SetShaderInfo(HWD_SHADERINFO_LEVELTIME, (INT32)leveltime); // The water surface shader needs the leveltime.
if (viewssnum == 0) // Only do it if it's the first screen being rendered
GL_ClearBuffer(true, true, true, &ClearColor); // Clear the Color Buffer, stops HOMs. Also seems to fix the skybox issue on Intel GPUs.
ps_hw_skyboxtime = I_GetPreciseTime();
if (skybox) // If there's a skybox and we should be drawing the sky, draw the skybox
{
HWR_ClearView();
HWR_RenderSkyboxView(player); // This is drawn before everything else so it is placed behind
}
ps_hw_skyboxtime = I_GetPreciseTime() - ps_hw_skyboxtime;
if (!HWR_ShouldUsePaletteRendering())
{
@ -1084,29 +1043,9 @@ void HWR_RenderPlayerView(void)
#endif
}
// set window position
HWR_ShiftViewPort();
GL_GClipRect((INT32)gl_viewwindowx,
(INT32)gl_viewwindowy,
(INT32)(gl_viewwindowx + gl_viewwidth),
(INT32)(gl_viewwindowy + gl_viewheight),
ZCLIP_PLANE);
// Reset the shader state.
HWR_SetShaderState();
if (cv_glshaders.value)
GL_SetShaderInfo(HWD_SHADERINFO_LEVELTIME, (INT32)leveltime); // The water surface shader needs the leveltime.
if (viewssnum == 0) // Only do it if it's the first screen being rendered
GL_ClearBuffer(true, false, false, &ClearColor); // Clear the Color Buffer, stops HOMs. Also seems to fix the skybox issue on Intel GPUs.
ps_hw_skyboxtime = I_GetPreciseTime();
if (skybox) // If there's a skybox and we should be drawing the sky, draw the skybox
HWR_RenderSkyboxView(player); // This is drawn before everything else so it is placed behind
ps_hw_skyboxtime = I_GetPreciseTime() - ps_hw_skyboxtime;
// note: sets viewangle, viewx, viewy, viewz
R_SetupFrame(viewssnum, skybox);
framecount++; // timedemo
@ -1114,6 +1053,8 @@ void HWR_RenderPlayerView(void)
// Check for new console commands.
NetUpdate();
HWR_ClearView();
HWR_RenderViewpoint(player,
!skybox, // Don't draw the regular sky if there's a skybox
false,

View file

@ -124,10 +124,6 @@ extern consvar_t cv_gldebugportal;
extern consvar_t cv_glskydebug;
extern float gl_viewwidth, gl_viewheight, gl_baseviewwindowy;
extern float gl_viewwindowx, gl_basewindowcentery;
extern seg_t *gl_curline;
extern side_t *gl_sidedef;
extern line_t *gl_linedef;

View file

@ -1717,8 +1717,7 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
p.anglez = FIXED_TO_FLOAT(AngleFixed(R_InterpolateAngle(spr->mobj->old_pitch, spr->mobj->pitch)));
p.anglex = FIXED_TO_FLOAT(AngleFixed(R_InterpolateAngle(spr->mobj->old_roll, spr->mobj->roll)));
p.flip = atransform.flip;
p.mirror = atransform.mirror;
p.fliptype = atransform.fliptype;
if (HWR_UseShader())
GL_SetShader(HWR_GetShaderFromTarget(SHADER_MODEL));

View file

@ -164,12 +164,13 @@ void HWR_BuildSkyDome(void)
void HWR_DrawSkyBackground(player_t *player)
{
UINT8 viewnum = R_GetViewNumber();
camera_t *thiscam = &camera[viewnum];
GL_SetBlend(PF_Translucent|PF_NoDepthTest|PF_Modulated);
if (cv_glskydome.value)
{
UINT8 viewnum = R_GetViewNumber();
camera_t *thiscam = &camera[viewnum];
FTransform dometransform;
const float fpov = FIXED_TO_FLOAT(cv_fov[viewssnum].value+player->fovadd);
@ -178,17 +179,17 @@ void HWR_DrawSkyBackground(player_t *player)
HWR_SetTransformAiming(&dometransform, player, false, true);
dometransform.angley = (float)((viewangle-ANGLE_270)>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
dometransform.flip = false;
if ((thiscam->postimgflags & POSTIMG_FLIP) && !(thiscam->postimgflags & POSTIMG_MIRROR))
dometransform.flip = true;
dometransform.mirror = false;
if ((thiscam->postimgflags & POSTIMG_MIRROR) && !(thiscam->postimgflags & POSTIMG_FLIP))
dometransform.mirror = true;
dometransform.mirrorflip = false;
if ((thiscam->postimgflags & POSTIMG_FLIP) && (thiscam->postimgflags & POSTIMG_MIRROR))
dometransform.mirrorflip = true;
if (thiscam->postimgflags & POSTIMG_FLIP)
{
if (thiscam->postimgflags & POSTIMG_MIRROR)
dometransform.fliptype = TRANSFORM_MIRRORFLIP;
else
dometransform.fliptype = TRANSFORM_FLIP;
}
else if (thiscam->postimgflags & POSTIMG_MIRROR)
{
dometransform.fliptype = TRANSFORM_MIRROR;
}
dometransform.scalex = 1;
dometransform.scaley = (float)vid.width/vid.height;
@ -265,7 +266,8 @@ void HWR_DrawSkyBackground(player_t *player)
// Middle of the sky should always be at angle 0
// need to keep correct aspect ratio with X
if (atransform.flip)
if (atransform.fliptype == TRANSFORM_FLIP ||
atransform.fliptype == TRANSFORM_MIRRORFLIP)
{
// During vertical flip the sky should be flipped and it's y movement should also be flipped obviously
v[3].t = v[2].t = -(0.5f-(0.5f/dimensionmultiply)); // top

View file

@ -923,7 +923,7 @@ static void SetNoTexture(GLenum texture)
}
}
static void GLPerspective(GLfloat fovy, GLfloat aspect)
static void GL_Perspective(GLfloat fovy, GLfloat aspect)
{
GLfloat m[4][4] =
{
@ -1033,7 +1033,7 @@ void SetModelView(GLint w, GLint h)
pglMatrixMode(GL_MODELVIEW);
pglLoadIdentity();
GLPerspective(fov, ASPECT_RATIO);
GL_Perspective(fov, ASPECT_RATIO);
//pglScalef(1.0f, 320.0f/200.0f, 1.0f); // gl_scalefrustum (ORIGINAL_ASPECT)
// added for new coronas' code (without depth buffer)
@ -1339,7 +1339,7 @@ void GL_GClipRect(INT32 minx, INT32 miny, INT32 maxx, INT32 maxy, float nearclip
//pglScissor(minx, screen_height-maxy, maxx-minx, maxy-miny);
pglMatrixMode(GL_PROJECTION);
pglLoadIdentity();
GLPerspective(fov, ASPECT_RATIO);
GL_Perspective(fov, ASPECT_RATIO);
pglMatrixMode(GL_MODELVIEW);
// added for new coronas' code (without depth buffer)
@ -1368,6 +1368,7 @@ void GL_ClearBuffer(FBOOLEAN ColorMask,
ClearColor->alpha);
ClearMask |= GL_COLOR_BUFFER_BIT;
}
if (DepthMask)
{
pglClearDepth(1.0f); //Hurdler: all that are permanen states
@ -1375,6 +1376,7 @@ void GL_ClearBuffer(FBOOLEAN ColorMask,
pglDepthFunc(GL_LEQUAL);
ClearMask |= GL_DEPTH_BUFFER_BIT;
}
if (StencilMask)
ClearMask |= GL_STENCIL_BUFFER_BIT;
@ -2740,7 +2742,7 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, float duration, float
// pos->mirror is if the screen is flipped horizontally
// XOR all the flips together to figure out what culling to use!
{
boolean reversecull = (flipped ^ hflipped ^ pos->flip ^ pos->mirror);
boolean reversecull = (flipped ^ hflipped ^ !!(pos->fliptype & TRANSFORM_FLIP) ^ !!(pos->fliptype & TRANSFORM_MIRROR));
if (reversecull)
pglCullFace(GL_FRONT);
else
@ -2926,7 +2928,7 @@ void GL_DrawModel(model_t *model, INT32 frameIndex, float duration, float tics,
// -----------------+
void GL_SetTransform(FTransform *stransform)
{
static boolean special_splitscreen;
boolean special_splitscreen = false;
boolean shearing = false;
float used_fov;
@ -2935,14 +2937,21 @@ void GL_SetTransform(FTransform *stransform)
if (stransform)
{
used_fov = stransform->fovxangle;
if (stransform->mirror)
pglScalef(-stransform->scalex, stransform->scaley, -stransform->scalez);
else if (stransform->mirrorflip)
pglScalef(-stransform->scalex, -stransform->scaley, -stransform->scalez);
else if (stransform->flip)
pglScalef(stransform->scalex, -stransform->scaley, -stransform->scalez);
else
pglScalef(stransform->scalex, stransform->scaley, -stransform->scalez);
switch (stransform->fliptype)
{
case TRANSFORM_MIRROR:
pglScalef(-stransform->scalex, stransform->scaley, -stransform->scalez);
break;
case TRANSFORM_MIRRORFLIP:
pglScalef(-stransform->scalex, -stransform->scaley, -stransform->scalez);
break;
case TRANSFORM_FLIP:
pglScalef(stransform->scalex, -stransform->scaley, -stransform->scalez);
break;
default: // TRANSFORM_NONE
pglScalef(stransform->scalex, stransform->scaley, -stransform->scalez);
break;
}
if (stransform->roll)
pglRotatef(stransform->rollangle, 0.0f, 0.0f, 1.0f);
@ -2962,23 +2971,29 @@ void GL_SetTransform(FTransform *stransform)
pglMatrixMode(GL_PROJECTION);
pglLoadIdentity();
// jimita 14042019
// Simulate Software's y-shearing
// https://zdoom.org/wiki/Y-shearing
if (shearing)
{
float fdy = stransform->viewaiming * 2 * ((float)vid.width / vid.height) / ((float)BASEVIDWIDTH / BASEVIDHEIGHT); //screen_width/BASEVIDWIDTH;
if (stransform->flip)
fdy *= -1.0f;
pglTranslatef(0.0f, -fdy/BASEVIDHEIGHT, 0.0f);
float dy = stransform->viewaiming * 2;
if (stransform->fliptype == TRANSFORM_FLIP ||
stransform->fliptype == TRANSFORM_MIRRORFLIP)
dy *= -1.0f;
pglTranslatef(0.0f, -dy/BASEVIDHEIGHT, 0.0f);
}
if (special_splitscreen)
{
used_fov = atan(tan(used_fov*M_PI/360)*0.8)*360/M_PI;
GLPerspective(used_fov, 2*ASPECT_RATIO);
used_fov = (atanf(tanf(used_fov * (float)M_PI / 360.0f) * 0.8f) * 360.0f / (float)M_PI);
GL_Perspective(used_fov, 2*ASPECT_RATIO);
}
else
GLPerspective(used_fov, ASPECT_RATIO);
{
GL_Perspective(used_fov, ASPECT_RATIO);
}
pglGetFloatv(GL_PROJECTION_MATRIX, projMatrix); // added for new coronas' code (without depth buffer)
pglMatrixMode(GL_MODELVIEW);
@ -2987,7 +3002,7 @@ void GL_SetTransform(FTransform *stransform)
}
INT32 GL_GetTextureUsed(void)
INT32 GL_GetTextureUsed(void)
{
FTextureInfo *tmp = TexCacheHead;
INT32 res = 0;

View file

@ -1127,7 +1127,7 @@ UINT32 K_GetCongaLineDistance(const player_t *player, UINT8 startPos)
memset(sortedPlayers, -1, sizeof(sortedPlayers));
if (player->mo != NULL && P_MobjWasRemoved(player->mo) == false)
if (player->mo != NULL && P_MobjWasRemoved(player->mo) == false && player->position > 0)
{
// Sort all of the players ahead of you.
// Then tally up their distances in a conga line.

View file

@ -1803,7 +1803,7 @@ static void K_RespawnChecker(player_t *player)
*/
void K_KartMoveAnimation(player_t *player)
{
const fixed_t fastspeed = (K_GetKartSpeed(player, false, true) * 17) / 20; // 85%
const fixed_t fastspeed = (K_GetKartSpeed(player, player->forcedtopspeed > 0, true) * 17) / 20; // 85%
const fixed_t speedthreshold = player->mo->scale / 8;
const boolean onground = P_IsObjectOnGround(player->mo);
@ -4428,7 +4428,7 @@ static void K_SpawnDraftDust(mobj_t *mo)
}
}
void K_SpawnWipeoutTrail(mobj_t *mo, boolean translucent)
mobj_t *K_SpawnWipeoutTrail(mobj_t *mo, boolean translucent)
{
mobj_t *dust;
angle_t aoff;
@ -4469,6 +4469,8 @@ void K_SpawnWipeoutTrail(mobj_t *mo, boolean translucent)
if (translucent)
dust->renderflags |= RF_GHOSTLY;
return dust;
}
// K_DriftDustHandling
@ -6793,6 +6795,9 @@ static void K_TireGreaseEffect(player_t *player)
if (leveltime % 6 == 0)
S_StartSound(player->mo, sfx_screec);
if (!S_SoundPlaying(player->mo, sfx_ruburn))
S_StartSound(player->mo, sfx_ruburn);
}
boolean K_BoostChain(player_t *player, INT32 timer, boolean chainsound)
@ -9828,9 +9833,19 @@ static void K_KartSlipdash(player_t *player, boolean onground)
}
}
static boolean K_CanPanicRecoverySpin(const player_t *player)
{
return player->flashing > 0 && (
#if 0 // skip the last flashtics? maybe not...
player->spinouttimer > 0 ? player->spinouttimer <= TICRATE/4 :
#endif
!K_IsPlayerDamaged(player)
);
}
static boolean K_PlayerWantsRecoverySpin(player_t *player)
{
return ((player->cmd.buttons & BT_ACCELERATE) && (player->cmd.buttons & BT_BRAKE) && (!(player->cmd.buttons & BT_DRIFT)));
return (K_GetKartButtons(player) & (BT_ACCELERATE|BT_BRAKE|BT_DRIFT)) == (BT_ACCELERATE|BT_BRAKE);
}
static boolean K_PlayerCanStartRecoverySpin(player_t *player)
@ -9842,159 +9857,161 @@ static boolean K_PlayerCanStartRecoverySpin(player_t *player)
static boolean K_PlayerCanRecoverySpin(player_t *player)
{
return (K_RecoveryDashActive() && leveltime > starttime && (player->carry == CR_NONE) &&
!(player->sneakertimer || K_IsPlayerDamaged(player) || player->squishedtimer ||
player->exiting || (player->pflags & PF_STASIS) || player->dashpadcooldown ||
!(player->sneakertimer || (K_IsPlayerDamaged(player) && !K_CanPanicRecoverySpin(player)) ||
player->squishedtimer || player->exiting || (player->pflags & PF_STASIS) || player->dashpadcooldown ||
player->walltransferboost || player->loop.radius
));
}
static void K_RecoveryDash(player_t *player)
{
if (K_PlayerWantsRecoverySpin(player) && (player->spinouttimer > 0 || player->flipovertimer > 0) && (!player->wipeoutslow))
if (K_PlayerWantsRecoverySpin(player) && K_IsPlayerDamaged(player) && player->wipeoutslow == 0)
{
player->wipeoutslow = max(wipeoutslowtime + 1, player->spinouttimer + 4);
}
if ((player->pflags & PF_RECOVERYSPIN) && player->forcedtopspeed == 0 && player->speed >= 10*player->mo->scale)
if (!K_PlayerCanRecoverySpin(player)
|| ((player->pflags & PF_RECOVERYSPIN) && player->forcedtopspeed == 0 && player->speed >= 10*player->mo->scale))
{
player->pflags &= ~PF_RECOVERYSPIN;
player->forcedtopspeed = 0;
player->recoverydashcharge = 0;
return;
}
if (K_PlayerCanRecoverySpin(player))
if (K_PlayerWantsRecoverySpin(player) && K_PlayerCanStartRecoverySpin(player))
{
if (K_PlayerWantsRecoverySpin(player) && K_PlayerCanStartRecoverySpin(player))
player->pflags |= PF_RECOVERYSPIN;
player->forcedtopspeed = cv_kartrecoverydash_spinspeed.value + 8;
S_StartSound(player->mo, sfx_cdfm20);
player->mo->momx = min(10*player->mo->scale, abs(player->mo->momx/2)) * intsign(player->mo->momx);
player->mo->momy = min(10*player->mo->scale, abs(player->mo->momy/2)) * intsign(player->mo->momy);
player->driftboost = 0;
player->sneakertimer = 0;
player->ringboost = 0;
player->startboost = 0;
}
if (player->pflags & PF_RECOVERYSPIN)
{
if ((K_GetKartButtons(player) & (BT_ACCELERATE|BT_BRAKE)) != (BT_ACCELERATE|BT_BRAKE))
{
player->pflags |= PF_RECOVERYSPIN;
player->forcedtopspeed = cv_kartrecoverydash_spinspeed.value + 8;
S_StartSound(player->mo, sfx_cdfm20);
player->mo->momx = min(10*player->mo->scale, abs(player->mo->momx/2)) * intsign(player->mo->momx);
player->mo->momy = min(10*player->mo->scale, abs(player->mo->momy/2)) * intsign(player->mo->momy);
player->driftboost = 0;
player->sneakertimer = 0;
player->ringboost = 0;
player->startboost = 0;
player->pflags &= ~PF_RECOVERYSPIN;
if (player->recoverydashcharge >= RECOVERYDASHCHARGETIME && (K_GetKartButtons(player) & BT_ACCELERATE))
{
K_SetTireGrease(player, 2*TICRATE);
player->outrun = TICRATE/4;
player->recoverydash = TICRATE;
player->flashing = 0;
S_StartSound(player->mo, sfx_s23c);
K_SpawnDashDustRelease(player, true);
}
player->recoverydashcharge = 0;
player->forcedtopspeed = 0;
return;
}
if (player->pflags & PF_RECOVERYSPIN)
player->forcedtopspeed = cv_kartrecoverydash_spinspeed.value + 8;
if (P_IsObjectOnGround(player->mo))
{
if (!((player->cmd.buttons & BT_ACCELERATE) && (player->cmd.buttons & BT_BRAKE)))
tic_t oldcharge = player->recoverydashcharge;
player->recoverydashcharge += K_CanPanicRecoverySpin(player) ? (leveltime & 1) + 1 : 1;
if (oldcharge < RECOVERYDASHCHARGETIME && player->recoverydashcharge >= RECOVERYDASHCHARGETIME)
S_StartSound(player->mo, sfx_s3ka2);
mobj_t *dust = K_SpawnWipeoutTrail(player->mo, !K_CanPanicRecoverySpin(player)
&& player->recoverydashcharge < RECOVERYDASHWIPETIME);
if (K_CanPanicRecoverySpin(player))
{
player->pflags &= ~PF_RECOVERYSPIN;
if (player->recoverydashcharge >= RECOVERYDASHCHARGETIME && (player->cmd.buttons & BT_ACCELERATE))
{
K_SetTireGrease(player, 2*TICRATE);
player->outrun = TICRATE/4;
player->recoverydash = TICRATE;
player->flashing = 0;
S_StartSound(player->mo, sfx_s23c);
K_SpawnDashDustRelease(player, true);
}
player->recoverydashcharge = 0;
player->forcedtopspeed = 0;
return;
dust->colorized = true;
dust->color = SKINCOLOR_KETCHUP;
if (!S_SoundPlaying(player->mo, sfx_s248))
S_StartSound(player->mo, sfx_s248);
}
player->forcedtopspeed = cv_kartrecoverydash_spinspeed.value + 8;
if (P_IsObjectOnGround(player->mo))
if (player->recoverydashcharge < RECOVERYDASHCHARGETIME)
{
player->recoverydashcharge += player->flashing ? ((leveltime & 1) + 1) : 1;
K_SpawnWipeoutTrail(player->mo, (player->recoverydashcharge < RECOVERYDASHWIPETIME));
if (leveltime % 6 == 0)
{
if (player->recoverydashcharge < RECOVERYDASHCHARGETIME)
{
S_StartSound(player->mo, sfx_s225);
}
}
if (leveltime % 4 == 0)
{
fixed_t newx;
fixed_t newy;
mobj_t *skid;
angle_t travelangle;
travelangle = player->mo->angle;
for (INT32 i = 0; i < 2; i++)
{
newx = P_ReturnThrustX(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(28*FRACUNIT, player->mo->scale));
newy = P_ReturnThrustY(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(28*FRACUNIT, player->mo->scale));
skid = P_SpawnMobjFromMobj(player->mo, newx, newy, (10*player->mo->scale), MT_OVERLAY);
P_SetTarget(&skid->target, player->mo);
skid->sprxoff = newx;
skid->spryoff = newy;
skid->sprzoff = (10*player->mo->scale);
P_SetScale(skid, player->mo->scale);
skid->destscale = player->mo->destscale;
skid->scalespeed = player->mo->scalespeed;
skid->movefactor = FRACUNIT;
skid->angle = travelangle;
P_SetMobjState(skid, S_RECSPIN_SKID);
K_MatchGenericExtraFlags(skid, player->mo);
if (player->recoverydashcharge >= RECOVERYDASHCHARGETIME)
{
skid->renderflags |= RF_TRANS20;
}
else
{
skid->renderflags |= RF_TRANS40;
}
if (i) skid->renderflags |= RF_HORIZONTALFLIP;
}
S_StartSound(player->mo, sfx_s225);
}
}
if (player->recoverydashcharge >= RECOVERYDASHCHARGETIME)
if (leveltime % 4 == 0)
{
if (player->recoverydashcharge == RECOVERYDASHCHARGETIME && P_IsObjectOnGround(player->mo))
S_StartSound(player->mo, sfx_s3ka2);
if (leveltime & 1)
fixed_t newx;
fixed_t newy;
mobj_t *skid;
angle_t travelangle;
travelangle = player->mo->angle;
for (INT32 i = 0; i < 2; i++)
{
fixed_t newx;
fixed_t newy;
mobj_t *spark;
angle_t travelangle, sparkangle;
travelangle = player->mo->angle;
sparkangle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
for (INT32 i = 0; i < 2; i++)
newx = P_ReturnThrustX(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(28*FRACUNIT, player->mo->scale));
newy = P_ReturnThrustY(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(28*FRACUNIT, player->mo->scale));
skid = P_SpawnMobjFromMobj(player->mo, newx, newy, (10*player->mo->scale), MT_OVERLAY);
P_SetTarget(&skid->target, player->mo);
skid->sprxoff = newx;
skid->spryoff = newy;
skid->sprzoff = (10*player->mo->scale);
P_SetScale(skid, player->mo->scale);
skid->destscale = player->mo->destscale;
skid->scalespeed = player->mo->scalespeed;
skid->movefactor = FRACUNIT;
skid->angle = travelangle;
P_SetMobjState(skid, S_RECSPIN_SKID);
K_MatchGenericExtraFlags(skid, player->mo);
if (player->recoverydashcharge >= RECOVERYDASHCHARGETIME)
{
newx = player->mo->x + P_ReturnThrustX(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(32*FRACUNIT, player->mo->scale));
newy = player->mo->y + P_ReturnThrustY(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(32*FRACUNIT, player->mo->scale));
spark = P_SpawnMobj(newx, newy, player->mo->z, MT_DRIFTSPARK);
spark->momx = player->mo->momx/2;
spark->momy = player->mo->momy/2;
P_SetTarget(&spark->target, player->mo);
spark->angle = sparkangle;
spark->color = SKINCOLOR_WHITE;
if (player->recoverydashcharge >= RECOVERYDASHCHARGETIME + TICRATE/4)
{
P_SetMobjState(spark, S_DRIFTSPARK_B1);
}
else
{
P_SetMobjState(spark, S_DRIFTSPARK_A1);
}
K_MatchGenericExtraFlags(spark, player->mo);
skid->renderflags |= RF_TRANS20;
}
else
{
skid->renderflags |= RF_TRANS40;
}
if (i) skid->renderflags |= RF_HORIZONTALFLIP;
}
}
}
if (player->recoverydashcharge >= RECOVERYDASHCHARGETIME)
{
if (leveltime & 1)
{
fixed_t newx;
fixed_t newy;
mobj_t *spark;
angle_t travelangle, sparkangle;
travelangle = player->mo->angle;
sparkangle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
for (INT32 i = 0; i < 2; i++)
{
newx = player->mo->x + P_ReturnThrustX(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(32*FRACUNIT, player->mo->scale));
newy = player->mo->y + P_ReturnThrustY(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(32*FRACUNIT, player->mo->scale));
spark = P_SpawnMobj(newx, newy, player->mo->z, MT_DRIFTSPARK);
spark->momx = player->mo->momx/2;
spark->momy = player->mo->momy/2;
P_SetTarget(&spark->target, player->mo);
spark->angle = sparkangle;
spark->color = SKINCOLOR_WHITE;
if (player->recoverydashcharge >= RECOVERYDASHCHARGETIME + TICRATE/4)
{
P_SetMobjState(spark, S_DRIFTSPARK_B1);
}
else
{
P_SetMobjState(spark, S_DRIFTSPARK_A1);
}
K_MatchGenericExtraFlags(spark, player->mo);
}
}
}
}
else
{
player->pflags &= ~PF_RECOVERYSPIN;
player->forcedtopspeed = 0;
player->recoverydashcharge = 0;
}
}

View file

@ -253,7 +253,7 @@ void K_SpawnMineExplosion(mobj_t *source, UINT8 color);
UINT16 K_DriftSparkColor(player_t *player, INT32 charge);
void K_SpawnBoostTrail(player_t *player);
void K_SpawnSparkleTrail(mobj_t *mo);
void K_SpawnWipeoutTrail(mobj_t *mo, boolean translucent);
mobj_t *K_SpawnWipeoutTrail(mobj_t *mo, boolean translucent);
void K_DriftDustHandling(mobj_t *spawner);
mobj_t *K_ThrowKartItem(player_t *player, boolean missile, mobjtype_t mapthing, INT32 defaultDir, INT32 altthrow);
void K_PuntMine(mobj_t *mine, mobj_t *punter);