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No files matched your search
+12
-3
@@ -361,11 +361,17 @@ typedef struct squishdance_s
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{
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tic_t countdown; // hold "custom 3" for 2 seconds to engange le dance
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tic_t time;
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fixed_t work;
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fixed_t ang;
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fixed_t bounce; // hehe squishy
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} squishdance_t;
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typedef struct salty_s
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{
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bool ready;
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bool tapping;
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fixed_t zoffset;
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fixed_t momz;
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bool jump;
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} salty_t;
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// ========================================================================
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// PLAYER STRUCTURE
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// ========================================================================
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@@ -561,6 +567,9 @@ typedef struct player_s
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fixed_t spinoutrot; // When a player spins out, this value increments modulus 360.
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// saltyhop! hardcode edition
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salty_t salty;
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squishdance_t squishdance;
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fixed_t fovadd; // adjust FOV for hw rendering
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@@ -1146,8 +1146,8 @@ void HWR_DrawMD2(gl_vissprite_t *spr)
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// Look at HWR_ProjectSprite for more
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{
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md2_t *md2s;
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int skinnum;
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md2_t *md2s = NULL;
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int skinnum = 0;
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patch_t *gpatch, *blendgpatch;
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GLPatch_t *hwrPatch = NULL, *hwrBlendPatch = NULL;
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INT32 durs = spr->mobj->state->tics;
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@@ -1221,7 +1221,7 @@ void HWR_DrawMD2(gl_vissprite_t *spr)
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skinnum = (skin_t *)spr->mobj->localskin - skins;
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}
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}
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else
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else if (spr->mobj->skin)
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{
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md2s = md2_playermodels;
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skinnum = (skin_t *)spr->mobj->skin - skins;
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+1
-3
@@ -3829,10 +3829,8 @@ static void K_drawKartMinimap(void)
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}
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else
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{
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const INT32 skinnum = K_GetMobjLocalSkinNum(mobj->skin, mobj->localskin, mobj->skinlocal);
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// special case if startcolor is not the default (160 / Green)
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if (skinnum && skins[skinnum].starttranscolor != skins[0].starttranscolor)
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if (K_GetMobjSkin(mobj)->starttranscolor != skins[0].starttranscolor)
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{
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colormap = R_GetTranslationColormap(TC_DEFAULT, mobj->color, GTC_CACHE);
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}
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+50
-64
@@ -71,12 +71,11 @@ consvar_t cv_stairjank = {"stairjank", "Off", CV_SAVE|CV_CALL, CV_OnOff, PDistor
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consvar_t cv_stairjanksfx = {"stairjanksfx", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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//hardcode saltyhop mhhm
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static void saltyhop_onchange(void);
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consvar_t cv_saltyhop = {"hardcodehop", "Off", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, saltyhop_onchange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_saltyhop = {"hardcodehop", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_saltyhopsfx = {"hardcodehopsfx", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_saltysquish = {"hardcodehopsquish", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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static CV_PossibleValue_t saltyheight_t[] = {{FRACUNIT/4, "MIN"}, {2*FRACUNIT, "MAX"}, {0, NULL}};
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consvar_t cv_saltyheight = {"hardcodehopheight", "1", CV_FLOAT|CV_SAVE|CV_CALL|CV_NOINIT, saltyheight_t, saltyhop_onchange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_saltyheight = {"hardcodehopheight", "1", CV_FLOAT|CV_SAVE, saltyheight_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_saltyroll = {"hardcodehoproll", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_squishdance = {"squishdance", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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@@ -84,23 +83,6 @@ consvar_t cv_squishdance = {"squishdance", "On", CV_SAVE, CV_OnOff, NULL, 0, NUL
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static CV_PossibleValue_t squishdancespeed_cons_t[] = {{20, "MIN"}, {280, "MAX"}, {0, NULL}};
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consvar_t cv_squishdancespeed = {"squishdance_speed", "140", CV_SAVE, squishdancespeed_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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static void saltyhop_onchange(void)
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{
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// reset everything when toggling saltyhop
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if (gamestate != GS_LEVEL)
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return;
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for (INT32 i = 0; i < MAXPLAYERS; i++)
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{
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player_t *player = &players[i];
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if (!player || P_MobjWasRemoved(player->mo))
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continue;
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memset(&player->mo->salty, 0, sizeof(player->mo->salty));
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}
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}
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// SOME IMPORTANT VARIABLES DEFINED IN DOOMDEF.H:
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// gamespeed is cc (0 for easy, 1 for normal, 2 for hard)
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// franticitems is Frantic Mode items, bool
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@@ -2194,7 +2176,7 @@ static void K_GetKartBoostPower(player_t *player)
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// Technically, all mobjs that think can cause desynchs if they are spawned conditionally, so best we can do
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// is to hide them if you are in saltyhop jump
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if (dust && player->mo->salty.jump)
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if (dust && player->salty.jump)
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dust->flags2 |= MF2_DONTDRAW;
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if (leveltime % 6 == 0)
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@@ -3404,88 +3386,92 @@ static void K_SaltySquish(player_t *player)
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static void K_QuiteSaltyHop(player_t *player)
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{
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if (!cv_saltyhop.value)
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return;
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I_Assert(player != NULL);
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I_Assert(!P_MobjWasRemoved(player->mo));
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// what the fuck is this haya
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mobj_t *pmo = player->mo;
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salty_t *psalt = &pmo->salty;
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salty_t *psalty = &player->salty;
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if (!cv_saltyhop.value)
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{
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// reset before we leave
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psalty->jump = psalty->ready = psalty->tapping = false;
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psalty->momz = psalty->zoffset = 0;
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return;
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}
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const boolean onground = P_IsObjectOnGround(pmo);
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// ready?
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if (!player->kartstuff[k_jmp])
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{
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psalt->ready = true;
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psalt->tapping = false;
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psalty->ready = true;
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psalty->tapping = false;
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}
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else if (psalt->ready)
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else if (psalty->ready)
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{
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psalt->ready = false;
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psalt->tapping = true;
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psalty->ready = false;
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psalty->tapping = true;
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}
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else
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{
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psalt->tapping = false;
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psalty->tapping = false;
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}
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// GO!
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if (!psalt->init)
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{
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psalt->jump = false;
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psalt->zoffset = 0;
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psalt->momz = 0;
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psalt->init = true;
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}
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else if (psalt->jump)
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if (psalty->jump)
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{
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if (pmo->eflags & MFE_JUSTHITFLOOR)
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{
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psalt->zoffset = 0;
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psalty->zoffset = 0;
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}
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else if (onground)
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{
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psalt->zoffset += psalt->momz;
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psalt->momz -= (FRACUNIT*3/2);
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psalty->zoffset += psalty->momz;
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psalty->momz -= (FRACUNIT*3/2);
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}
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else
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{
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psalt->zoffset *= (49/50)*FRACUNIT;
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psalt->momz = 0;
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//psalty->zoffset *= (49/50)*FRACUNIT; // this just rounds down to 0 lol
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psalty->zoffset = 0;
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psalty->momz = 0;
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}
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if (psalt->zoffset <= 0)
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if (psalty->zoffset <= 0)
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{
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if (cv_saltyhopsfx.value && !(pmo->eflags & MFE_JUSTHITFLOOR) && onground)
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S_StartSound(pmo, sfx_s268);
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psalt->jump = false;
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psalt->zoffset = 0;
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psalt->momz = 0;
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psalty->jump = false;
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psalty->zoffset = 0;
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psalty->momz = 0;
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// shlamma damma
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if (cv_saltysquish.value)
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pmo->stretchslam += 8*FRACUNIT;
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}
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else if (cv_saltysquish.value && psalt->zoffset >= 0)
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else if (psalty->zoffset > 0)
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{
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// goofy ahh hack
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pmo->spriteyscale += (FRACUNIT/8);
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pmo->spritexscale -= (FRACUNIT/8);
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if (cv_saltysquish.value)
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{
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// goofy ahh hack
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pmo->spriteyscale += (FRACUNIT/8);
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pmo->spritexscale -= (FRACUNIT/8);
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}
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}
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pmo->spriteyoffset += FixedMul(psalt->zoffset, cv_saltyheight.value);
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pmo->spriteyoffset += FixedMul(psalty->zoffset, cv_saltyheight.value);
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if (cv_saltyhopsfx.value)
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{
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if (S_SoundPlaying(pmo, sfx_screec))
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S_StopSoundByID(pmo, sfx_screec);
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if (S_SoundPlaying(pmo, sfx_drift))
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S_StopSoundByID(pmo, sfx_drift);
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}
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// Stop any and all drift sounds when hopping.
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if (S_SoundPlaying(pmo, sfx_screec))
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S_StopSoundByID(pmo, sfx_screec);
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if (S_SoundPlaying(pmo, sfx_drift))
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S_StopSoundByID(pmo, sfx_drift);
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}
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else if (psalt->tapping && onground && !player->kartstuff[k_spinouttimer] && !player->kartstuff[k_squishedtimer])
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else if (psalty->tapping && onground && !player->kartstuff[k_spinouttimer] && !player->kartstuff[k_squishedtimer])
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{
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psalt->jump = true;
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psalt->zoffset = 0;
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psalt->momz = 6*FRACUNIT;
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psalty->jump = true;
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psalty->zoffset = 0;
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psalty->momz = 6*FRACUNIT;
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if (cv_saltyhopsfx.value)
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S_StartSound(pmo, sfx_s25a);
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}
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@@ -3512,7 +3498,7 @@ boolean K_ShouldSlopeRoll(mobj_t *mobj)
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return false;
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// seeing a character rotate mid-hop looks really janky
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if (!cv_saltyroll.value && mobj->player && mobj->player->mo->salty.jump)
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if (!cv_saltyroll.value && mobj->player && mobj->player->salty.jump)
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return false;
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return K_CheckSlopeRollDist(mobj);
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+1
-1
@@ -100,7 +100,7 @@ static UINT8 cheatf_devmode(void)
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if (menuactive && currentMenu != &MainDef)
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return 0; // Only on the main menu!
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S_StartSound(0, sfx_itemup);
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S_StartSound(NULL, sfx_itemup);
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// Just unlock all the things and turn on -debug and console devmode.
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G_SetGameModified(false, false); // might need to revist the latter later
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+2
-1
@@ -9929,6 +9929,7 @@ static void M_DrawLocalSkinMenu(void)
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V_DrawFill(mx + 220 - (charw/2), my+54, charw, 84, 239);
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#undef charw
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// FIXME: is skins[displayskin.localnum] even correct?
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UINT8 *colormap = R_GetLocalTranslationColormap(&skins[displayskin.localnum], (displayskin.localskin ? &localskins[displayskin.localnum] : NULL), cv_playercolor.value, GTC_MENUCACHE, displayskin.localskin);
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V_DrawMappedPatch(mx, my+50, 0, (patch_t *)W_CachePatchName(displayskin.facewant, PU_PATCH), colormap);
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||||
@@ -9946,7 +9947,7 @@ static void M_DrawLocalSkinMenu(void)
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my += 120;
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||||
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#ifdef HWRENDER
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md2_t *md2 = (displayskin.localskin ? &md2_localplayermodels[skintodisplay] : &md2_playermodels[skintodisplay]);
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md2_t *md2 = (displayskin.localskin ? &md2_localplayermodels[displayskin.localnum] : &md2_playermodels[skintodisplay]);
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||||
// if we have 3d models enabled and a model exists
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// try to show it instead of the sprite
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||||
|
||||
@@ -266,15 +266,6 @@ typedef enum {
|
||||
PCF_THUNK = 1<<5, // Ran the thinker this tic.
|
||||
} precipflag_t;
|
||||
|
||||
typedef struct salty_s
|
||||
{
|
||||
bool init;
|
||||
bool ready;
|
||||
bool tapping;
|
||||
fixed_t zoffset;
|
||||
fixed_t momz;
|
||||
bool jump;
|
||||
} salty_t;
|
||||
|
||||
// Map Object definition.
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||||
typedef struct mobj_s
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||||
@@ -412,9 +403,6 @@ typedef struct mobj_s
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||||
|
||||
tic_t slamsoundtimer; // Funni slam sound when landing
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||||
|
||||
// saltyhop! hardcode edition
|
||||
salty_t salty;
|
||||
|
||||
// WARNING: New fields must be added separately to savegame and Lua.
|
||||
boolean islocal; // BEWARE: islocal does not exist in vanilla, strictly to be used for locally loaded addons to not cause desynchs with the mobj linedef trigger check. DO NOT USE THIS IN ACTUAL ADDONS YOU INTEND TO USE ON YOUR SERVER
|
||||
} mobj_t;
|
||||
|
||||
+16
-10
@@ -4516,27 +4516,33 @@ static void DoABarrelRoll(player_t *player)
|
||||
static void P_DoFunnyDance(player_t *player)
|
||||
{
|
||||
fixed_t bpm; // 140bpm ish
|
||||
fixed_t work, ang, bounce; // hehe squishy
|
||||
|
||||
if (player->spectator || !player->mo || player->kartstuff[k_respawn] || player->mo->salty.jump) // this looks jank as hell during hop
|
||||
I_Assert(player != NULL);
|
||||
I_Assert(!P_MobjWasRemoved(player->mo));
|
||||
|
||||
if (player->spectator)
|
||||
return;
|
||||
|
||||
player->squishdance.bounce = 0;
|
||||
// this looks jank as hell during hop or respawn
|
||||
if (player->kartstuff[k_respawn] || player->salty.jump)
|
||||
return;
|
||||
|
||||
// bpm = FixedDiv((60*TICRATE)<<FRACBITS, FLOAT_TO_FIXED(mapmusic.bpm)); << maybe can get the tempo and beat detection lib to work for bpm autodetection
|
||||
bpm = FixedDiv((60*TICRATE)<<FRACBITS, FLOAT_TO_FIXED((float)cv_squishdancespeed.value));
|
||||
bpm = ((60*TICRATE) / (cv_squishdancespeed.value)) << FRACBITS;
|
||||
|
||||
player->squishdance.work = (player->squishdance.time << FRACBITS) % bpm;
|
||||
work = (player->squishdance.time << FRACBITS) % bpm;
|
||||
|
||||
if (player->squishdance.time >= (FRACUNIT >> 1)) // prevent overflow jump - takes about 15 minutes
|
||||
player->squishdance.time = (player->squishdance.work >> FRACBITS);
|
||||
player->squishdance.time = (work >> FRACBITS);
|
||||
|
||||
player->squishdance.work = FixedDiv(player->squishdance.work*180, bpm);
|
||||
work = FixedDiv(work*180, bpm);
|
||||
|
||||
player->squishdance.ang = ((FixedAngle(player->squishdance.work) >> ANGLETOFINESHIFT) & FINEMASK);
|
||||
player->squishdance.bounce = ((FINESINE(player->squishdance.ang) - FRACUNIT/2) / 2);
|
||||
ang = ((FixedAngle(work) >> ANGLETOFINESHIFT) & FINEMASK);
|
||||
bounce = ((FINESINE(ang) - FRACUNIT/2) / 2);
|
||||
|
||||
player->mo->spritexscale -= player->squishdance.bounce;
|
||||
player->mo->spriteyscale += player->squishdance.bounce;
|
||||
player->mo->spritexscale -= bounce;
|
||||
player->mo->spriteyscale += bounce;
|
||||
|
||||
player->squishdance.time++;
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user