Made player-to-player attacks more consistent

The direction that someone is pushed is based purely on the direction
the attacker is facing.
This commit is contained in:
MysterD 2020-09-23 20:07:07 -07:00
parent 82484b5d08
commit e67665ca3f
1 changed files with 3 additions and 2 deletions

View File

@ -646,9 +646,10 @@ u32 determine_knockback_action(struct MarioState *m, UNUSED s32 arg) {
f32 mag = scaler * (f32)gServerSettings.playerKnockbackStrength * sign;
m->forwardVel = mag;
if (sign > 0 && terrainIndex == 1) { mag *= -1.0f; }
m->vel[0] = mag * sins(angleToObject);
m->vel[0] = -mag * sins(m->interactObj->oFaceAngleYaw);
m->vel[1] = (mag < 0) ? -mag : mag;
m->vel[2] = mag * coss(angleToObject);
m->vel[2] = -mag * coss(m->interactObj->oFaceAngleYaw);
m->faceAngle[1] = m->interactObj->oFaceAngleYaw + (sign == 1.0f ? 0 : 0x8000);
}
return bonkAction;