Slows down in the air

This commit is contained in:
TehRealSalt 2018-10-19 14:02:55 -04:00
parent 8ab8df6789
commit 8366defae1
1 changed files with 8 additions and 3 deletions

View File

@ -8355,7 +8355,12 @@ void A_SPBChase(mobj_t *actor)
// Maybe we want SPB to target an object later? IDK lol
if (actor->tracer->player) // 7/8ths max speed for Knuckles, 3/4ths max speed for min accel, exactly max speed for max accel
defspeed = ((33 - actor->tracer->player->kartspeed) * K_GetKartSpeed(actor->tracer->player, false)) / 32;
{
if (!P_IsObjectOnGround(actor->tracer) && !actor->tracer->player->kartstuff[k_pogospring])
defspeed = 7*actor->tracer->player->speed/8; // In the air you have no control; basically don't hit unless you make a near complete stop
else
defspeed = ((33 - actor->tracer->player->kartspeed) * K_GetKartSpeed(actor->tracer->player, false)) / 32;
}
// Play the intimidating gurgle
if (!S_SoundPlaying(actor, actor->info->activesound))
@ -8366,8 +8371,8 @@ void A_SPBChase(mobj_t *actor)
wspeed = FixedMul(defspeed, FRACUNIT + FixedDiv(dist-range, range));
if (wspeed < defspeed)
wspeed = defspeed;
if (wspeed > defspeed*2)
wspeed = defspeed*2;
if (wspeed > (3*defspeed)/2)
wspeed = (3*defspeed)/2;
hang = R_PointToAngle2(actor->x, actor->y, actor->tracer->x, actor->tracer->y);
vang = R_PointToAngle2(0, actor->z, dist, actor->tracer->z);