mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Merge remote-tracking branch 'origin/master' into 22shadows
This commit is contained in:
commit
253ab49c07
25 changed files with 938 additions and 632 deletions
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@ -97,6 +97,8 @@ UINT16 pingmeasurecount = 1;
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UINT32 realpingtable[MAXPLAYERS]; //the base table of ping where an average will be sent to everyone.
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UINT32 playerpingtable[MAXPLAYERS]; //table of player latency values.
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tic_t servermaxping = 800; // server's max ping. Defaults to 800
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static tic_t lowest_lag;
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boolean server_lagless;
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SINT8 nodetoplayer[MAXNETNODES];
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SINT8 nodetoplayer2[MAXNETNODES]; // say the numplayer for this node if any (splitscreen)
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SINT8 nodetoplayer3[MAXNETNODES]; // say the numplayer for this node if any (splitscreen == 2)
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@ -4960,6 +4962,9 @@ static void CL_SendClientCmd(void)
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size_t packetsize = 0;
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boolean mis = false;
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if (lowest_lag && ( gametic % lowest_lag ))
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return;
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netbuffer->packettype = PT_CLIENTCMD;
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if (cl_packetmissed)
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@ -5428,16 +5433,65 @@ static tic_t gametime = 0;
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static void UpdatePingTable(void)
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{
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tic_t fastest;
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tic_t lag;
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INT32 i;
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if (server)
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{
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if (netgame && !(gametime % 35)) // update once per second.
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PingUpdate();
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fastest = 0;
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// update node latency values so we can take an average later.
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for (i = 0; i < MAXPLAYERS; i++)
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if (playeringame[i])
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realpingtable[i] += G_TicsToMilliseconds(GetLag(playernode[i]));
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{
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if (playeringame[i] && playernode[i] > 0)
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{
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if (! server_lagless && playernode[i] > 0)
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{
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lag = GetLag(playernode[i]);
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realpingtable[i] += G_TicsToMilliseconds(lag);
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if (! fastest || lag < fastest)
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fastest = lag;
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}
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else
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realpingtable[i] += G_TicsToMilliseconds(GetLag(playernode[i]));
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}
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}
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pingmeasurecount++;
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if (server_lagless)
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lowest_lag = 0;
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else
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{
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lowest_lag = fastest;
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if (fastest)
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lag = fastest;
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else
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lag = GetLag(0);
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lag = ( realpingtable[0] + G_TicsToMilliseconds(lag) );
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switch (playerpernode[0])
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{
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case 4:
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realpingtable[nodetoplayer4[0]] = lag;
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/*FALLTHRU*/
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case 3:
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realpingtable[nodetoplayer3[0]] = lag;
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/*FALLTHRU*/
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case 2:
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realpingtable[nodetoplayer2[0]] = lag;
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/*FALLTHRU*/
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case 1:
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realpingtable[nodetoplayer[0]] = lag;
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}
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}
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}
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}
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@ -543,6 +543,8 @@ extern UINT32 realpingtable[MAXPLAYERS];
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extern UINT32 playerpingtable[MAXPLAYERS];
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extern tic_t servermaxping;
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extern boolean server_lagless;
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extern consvar_t
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#ifdef VANILLAJOINNEXTROUND
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cv_joinnextround,
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@ -93,6 +93,8 @@ static void TeamScramble_OnChange(void);
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static void NetTimeout_OnChange(void);
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static void JoinTimeout_OnChange(void);
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static void Lagless_OnChange (void);
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static void Ringslinger_OnChange(void);
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static void Gravity_OnChange(void);
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static void ForceSkin_OnChange(void);
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@ -447,6 +449,8 @@ consvar_t cv_jointimeout = {"jointimeout", "105", CV_CALL|CV_SAVE, nettimeout_co
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static CV_PossibleValue_t maxping_cons_t[] = {{0, "MIN"}, {1000, "MAX"}, {0, NULL}};
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consvar_t cv_maxping = {"maxping", "800", CV_SAVE, maxping_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_lagless = {"lagless", "Off", CV_SAVE|CV_NETVAR|CV_CALL, CV_OnOff, Lagless_OnChange, 0, NULL, NULL, 0, 0, NULL};
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static CV_PossibleValue_t pingtimeout_cons_t[] = {{8, "MIN"}, {120, "MAX"}, {0, NULL}};
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consvar_t cv_pingtimeout = {"pingtimeout", "10", CV_SAVE, pingtimeout_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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@ -711,6 +715,7 @@ void D_RegisterServerCommands(void)
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CV_RegisterVar(&cv_skipmapcheck);
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CV_RegisterVar(&cv_sleep);
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CV_RegisterVar(&cv_maxping);
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CV_RegisterVar(&cv_lagless);
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CV_RegisterVar(&cv_pingtimeout);
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CV_RegisterVar(&cv_showping);
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@ -4769,6 +4774,14 @@ static void JoinTimeout_OnChange(void)
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jointimeout = (tic_t)cv_jointimeout.value;
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}
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static void
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Lagless_OnChange (void)
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{
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/* don't back out of dishonesty, or go lagless after playing honestly */
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if (cv_lagless.value && gamestate == GS_LEVEL)
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server_lagless = true;
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}
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UINT32 timelimitintics = 0;
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/** Deals with a timelimit change by printing the change to the console.
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@ -144,6 +144,7 @@ extern consvar_t cv_ringslinger, cv_soundtest;
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extern consvar_t cv_specialrings, cv_powerstones, cv_matchboxes, cv_competitionboxes;
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extern consvar_t cv_maxping;
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extern consvar_t cv_lagless;
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extern consvar_t cv_pingtimeout;
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extern consvar_t cv_showping;
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@ -1774,7 +1774,6 @@ static actionpointer_t actionpointers[] =
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{{A_GrenadeRing}, "A_GRENADERING"}, // SRB2kart
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{{A_SetSolidSteam}, "A_SETSOLIDSTEAM"},
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{{A_UnsetSolidSteam}, "A_UNSETSOLIDSTEAM"},
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{{A_SignPlayer}, "A_SIGNPLAYER"},
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{{A_OverlayThink}, "A_OVERLAYTHINK"},
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{{A_JetChase}, "A_JETCHASE"},
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{{A_JetbThink}, "A_JETBTHINK"},
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@ -4887,27 +4886,10 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_BUBBLES2",
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// Level End Sign
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"S_SIGN1",
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"S_SIGN2",
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"S_SIGN3",
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"S_SIGN4",
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"S_SIGN5",
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"S_SIGN6",
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"S_SIGN7",
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"S_SIGN8",
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"S_SIGN9",
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"S_SIGN10",
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"S_SIGN11",
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"S_SIGN12",
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"S_SIGN13",
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"S_SIGN14",
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"S_SIGN15",
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"S_SIGN16",
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"S_SIGN17",
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"S_SIGN18",
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"S_SIGN19",
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"S_SIGN20",
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"S_SIGN_END",
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"S_SIGN_POLE",
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"S_SIGN_BACK",
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"S_SIGN_SIDE",
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"S_SIGN_FACE",
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// Steam Riser
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"S_STEAM1",
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@ -5690,6 +5672,11 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_SNOW2",
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"S_SNOW3",
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// Blizzard Snowball
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"S_BLIZZARDSNOW1",
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"S_BLIZZARDSNOW2",
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"S_BLIZZARDSNOW3",
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// Water Splish
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"S_SPLISH1",
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"S_SPLISH2",
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@ -7360,6 +7347,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
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// Interactive Objects
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"MT_BUBBLES", // Bubble source
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"MT_SIGN", // Level end sign
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"MT_SIGN_PIECE",
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"MT_SPIKEBALL", // Spike Ball
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"MT_SPECIALSPIKEBALL",
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"MT_SPINFIRE",
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@ -7586,6 +7574,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
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// Environmental Effects
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"MT_RAIN", // Rain
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"MT_SNOWFLAKE", // Snowflake
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"MT_BLIZZARDSNOW", // Blizzard Snowball
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"MT_SPLISH", // Water splish!
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"MT_SMOKE",
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"MT_SMALLBUBBLE", // small bubble
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@ -8695,10 +8684,10 @@ struct {
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// Precipitation
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{"PRECIP_NONE",PRECIP_NONE},
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{"PRECIP_STORM",PRECIP_STORM},
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{"PRECIP_SNOW",PRECIP_SNOW},
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{"PRECIP_RAIN",PRECIP_RAIN},
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{"PRECIP_BLANK",PRECIP_BLANK},
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{"PRECIP_SNOW",PRECIP_SNOW},
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{"PRECIP_BLIZZARD",PRECIP_BLIZZARD},
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{"PRECIP_STORM",PRECIP_STORM},
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{"PRECIP_STORM_NORAIN",PRECIP_STORM_NORAIN},
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{"PRECIP_STORM_NOSTRIKES",PRECIP_STORM_NOSTRIKES},
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@ -41,18 +41,36 @@ extern UINT32 mapmusposition;
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extern INT16 maptol;
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extern UINT8 globalweather;
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extern INT32 curWeather;
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extern UINT8 curWeather;
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extern INT32 cursaveslot;
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extern INT16 lastmapsaved;
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extern boolean gamecomplete;
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#define PRECIP_NONE 0
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#define PRECIP_STORM 1
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#define PRECIP_SNOW 2
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#define PRECIP_RAIN 3
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#define PRECIP_BLANK 4
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#define PRECIP_STORM_NORAIN 5
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#define PRECIP_STORM_NOSTRIKES 6
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typedef enum
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{
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PRECIP_NONE = 0,
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PRECIP_RAIN,
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PRECIP_SNOW,
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PRECIP_BLIZZARD,
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PRECIP_STORM,
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PRECIP_STORM_NORAIN,
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PRECIP_STORM_NOSTRIKES,
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MAXPRECIP
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} preciptype_t;
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typedef enum
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{
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PRECIPFX_THUNDER = 1,
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PRECIPFX_LIGHTNING = 1<<1
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} precipeffect_t;
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typedef struct
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{
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mobjtype_t type;
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precipeffect_t effects;
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} precipprops_t;
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extern precipprops_t precipprops[MAXPRECIP];
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// Set if homebrew PWAD stuff has been added.
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extern boolean modifiedgame;
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17
src/g_game.c
17
src/g_game.c
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@ -83,8 +83,21 @@ UINT32 mapmusposition; // Position to jump to
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INT16 gamemap = 1;
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INT16 maptol;
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UINT8 globalweather = 0;
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INT32 curWeather = PRECIP_NONE;
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UINT8 curWeather = PRECIP_NONE;
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precipprops_t precipprops[MAXPRECIP] =
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{
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{MT_NULL, 0}, // PRECIP_NONE
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{MT_RAIN, 0}, // PRECIP_RAIN
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{MT_SNOWFLAKE, 0}, // PRECIP_SNOW
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{MT_BLIZZARDSNOW, 0}, // PRECIP_BLIZZARD
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{MT_RAIN, PRECIPFX_THUNDER|PRECIPFX_LIGHTNING}, // PRECIP_STORM
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{MT_NULL, PRECIPFX_THUNDER|PRECIPFX_LIGHTNING}, // PRECIP_STORM_NORAIN
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{MT_RAIN, PRECIPFX_THUNDER} // PRECIP_STORM_NOSTRIKES
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};
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INT32 cursaveslot = -1; // Auto-save 1p savegame slot
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INT16 lastmapsaved = 0; // Last map we auto-saved at
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boolean gamecomplete = false;
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@ -1781,6 +1794,8 @@ void G_DoLoadLevel(boolean resetplayer)
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// clear hud messages remains (usually from game startup)
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CON_ClearHUD();
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server_lagless = cv_lagless.value;
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}
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static INT32 pausedelay = 0;
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|
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@ -5758,10 +5758,7 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
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// okay, we can't return now... this is a hack, but weather isn't networked, so it should be ok
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if (!(thing->precipflags & PCF_THUNK))
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{
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if (thing->precipflags & PCF_RAIN)
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P_RainThinker(thing);
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else
|
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P_SnowThinker(thing);
|
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P_PrecipThinker(thing);
|
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thing->precipflags |= PCF_THUNK;
|
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}
|
||||
|
||||
|
|
|
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134
src/info.c
134
src/info.c
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@ -44,17 +44,17 @@ char sprnames[NUMSPRITES + 1][5] =
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"BSZ7","BSZ8","STLG","DBAL","RCRY","ARMA","ARMF","ARMB","WIND","MAGN",
|
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"ELEM","FORC","PITY","IVSP","SSPK","GOAL","BIRD","BUNY","MOUS","CHIC",
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"COWZ","RBRD","SPVY","SPVR","SPVB","SPVG","SPDY","SPDR","SPDB","SPDG",
|
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"SPHY","SPHR","SPHB","SPHG","RAIN","SNO1","SPLH","SPLA","SMOK","BUBP",
|
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"BUBO","BUBN","BUBM","POPP","TFOG","SEED","PRTL","SCOR","DRWN","TTAG",
|
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"GFLG","RRNG","RNGB","RNGR","RNGI","RNGA","RNGE","RNGS","RNGG","PIKB",
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"PIKR","PIKA","PIKE","PIKS","PIKG","TAUT","TGRE","TSCR","COIN","CPRK",
|
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"GOOM","BGOM","FFWR","FBLL","SHLL","PUMA","HAMM","KOOP","BFLM","MAXE",
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"MUS1","MUS2","TOAD","NDRN","SUPE","SUPZ","NDRL","NSPK","NBMP","HOOP",
|
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"NSCR","NPRU","CAPS","SUPT","SPRK","BOM1","BOM2","BOM3","BOM4","ROIA",
|
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"ROIB","ROIC","ROID","ROIE","ROIF","ROIG","ROIH","ROII","ROIJ","ROIK",
|
||||
"ROIL","ROIM","ROIN","ROIO","ROIP","BBAL","GWLG","GWLR","SRBA","SRBB",
|
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"SRBC","SRBD","SRBE","SRBF","SRBG","SRBH","SRBI","SRBJ","SRBK","SRBL",
|
||||
"SRBM","SRBN","SRBO",
|
||||
"SPHY","SPHR","SPHB","SPHG","RAIN","SNO1","SNO2","SPLH","SPLA","SMOK",
|
||||
"BUBP","BUBO","BUBN","BUBM","POPP","TFOG","SEED","PRTL","SCOR","DRWN",
|
||||
"TTAG","GFLG","RRNG","RNGB","RNGR","RNGI","RNGA","RNGE","RNGS","RNGG",
|
||||
"PIKB","PIKR","PIKA","PIKE","PIKS","PIKG","TAUT","TGRE","TSCR","COIN",
|
||||
"CPRK","GOOM","BGOM","FFWR","FBLL","SHLL","PUMA","HAMM","KOOP","BFLM",
|
||||
"MAXE","MUS1","MUS2","TOAD","NDRN","SUPE","SUPZ","NDRL","NSPK","NBMP",
|
||||
"HOOP","NSCR","NPRU","CAPS","SUPT","SPRK","BOM1","BOM2","BOM3","BOM4",
|
||||
"ROIA","ROIB","ROIC","ROID","ROIE","ROIF","ROIG","ROIH","ROII","ROIJ",
|
||||
"ROIK","ROIL","ROIM","ROIN","ROIO","ROIP","BBAL","GWLG","GWLR","SRBA",
|
||||
"SRBB","SRBC","SRBD","SRBE","SRBF","SRBG","SRBH","SRBI","SRBJ","SRBK",
|
||||
"SRBL","SRBM","SRBN","SRBO",
|
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//SRB2kart Sprites
|
||||
"RNDM","RPOP","SGNS","FAST","DSHR","BOST","BOSM","KFRE","KINV","KINF",
|
||||
"WIPD","DRIF","BDRF","DUST","RSHE","FITM","BANA","ORBN","JAWZ","SSMN",
|
||||
|
|
@ -193,7 +193,7 @@ state_t states[NUMSTATES] =
|
|||
{SPR_NULL, 0, 18, {NULL}, 0, 4, S_NULL}, // S_PLAY_ICON3
|
||||
|
||||
// Level end sign (uses player sprite)
|
||||
{SPR_PLAY, 18, 1, {NULL}, 0, 24, S_PLAY_SIGN}, // S_PLAY_SIGN S
|
||||
{SPR_PLAY, 18|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_PLAY_SIGN}, // S_PLAY_SIGN
|
||||
|
||||
// Blue Crawla
|
||||
{SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND
|
||||
|
|
@ -1063,27 +1063,10 @@ state_t states[NUMSTATES] =
|
|||
{SPR_BUBL, 1, 8, {A_BubbleCheck}, 0, 0, S_BUBBLES1}, // S_BUBBLES2
|
||||
|
||||
// Level End Sign
|
||||
{SPR_SIGN, 0, 1, {NULL}, 0, 0, S_SIGN2}, // S_SIGN1
|
||||
{SPR_SIGN, 1, 1, {NULL}, 0, 0, S_SIGN3}, // S_SIGN2
|
||||
{SPR_SIGN, 2, 1, {NULL}, 0, 0, S_SIGN4}, // S_SIGN3
|
||||
{SPR_SIGN, 3, 1, {NULL}, 0, 0, S_SIGN5}, // S_SIGN4
|
||||
{SPR_SIGN, 0, 1, {NULL}, 0, 0, S_SIGN6}, // S_SIGN5
|
||||
{SPR_SIGN, 1, 1, {NULL}, 0, 0, S_SIGN7}, // S_SIGN6
|
||||
{SPR_SIGN, 2, 1, {NULL}, 0, 0, S_SIGN8}, // S_SIGN7
|
||||
{SPR_SIGN, 4, 1, {NULL}, 0, 0, S_SIGN9}, // S_SIGN8
|
||||
{SPR_SIGN, 0, 1, {NULL}, 0, 0, S_SIGN10}, // S_SIGN9
|
||||
{SPR_SIGN, 1, 1, {NULL}, 0, 0, S_SIGN11}, // S_SIGN10
|
||||
{SPR_SIGN, 2, 1, {NULL}, 0, 0, S_SIGN12}, // S_SIGN11
|
||||
{SPR_SIGN, 5, 1, {NULL}, 0, 0, S_SIGN13}, // S_SIGN12
|
||||
{SPR_SIGN, 0, 1, {NULL}, 0, 0, S_SIGN14}, // S_SIGN13
|
||||
{SPR_SIGN, 1, 1, {NULL}, 0, 0, S_SIGN15}, // S_SIGN14
|
||||
{SPR_SIGN, 2, 1, {NULL}, 0, 0, S_SIGN16}, // S_SIGN15
|
||||
{SPR_SIGN, 6, 1, {NULL}, 0, 0, S_SIGN17}, // S_SIGN16
|
||||
{SPR_SIGN, 0, 1, {NULL}, 0, 0, S_SIGN18}, // S_SIGN17
|
||||
{SPR_SIGN, 1, 1, {NULL}, 0, 0, S_SIGN19}, // S_SIGN18
|
||||
{SPR_SIGN, 2, 1, {NULL}, 0, 0, S_SIGN20}, // S_SIGN19
|
||||
{SPR_SIGN, 7, 1, {NULL}, 0, 0, S_SIGN1}, // S_SIGN20
|
||||
{SPR_SIGN, 8, -1, {A_SignPlayer}, 0, 0, S_NULL}, // S_SIGN_END
|
||||
{SPR_SIGN, 0, -1, {NULL}, 0, 0, S_SIGN_POLE}, // S_SIGN_POLE
|
||||
{SPR_SIGN, 1|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_SIGN_BACK}, // S_SIGN_BACK
|
||||
{SPR_SIGN, 2|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_SIGN_SIDE}, // S_SIGN_SIDE
|
||||
{SPR_SIGN, 3|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_SIGN_FACE}, // S_SIGN_FACE
|
||||
|
||||
// Steam Riser
|
||||
{SPR_STEM, 0, 2, {A_SetSolidSteam}, 0, 0, S_STEAM2}, // S_STEAM1
|
||||
|
|
@ -1869,13 +1852,18 @@ state_t states[NUMSTATES] =
|
|||
|
||||
// Rain
|
||||
{SPR_RAIN, FF_TRANS50, -1, {NULL}, 0, 0, S_NULL}, // S_RAIN1
|
||||
{SPR_RAIN, FF_TRANS50, 1, {NULL}, 0, 0, S_RAIN1}, // S_RAINRETURN
|
||||
{SPR_NULL, 0, -1, {NULL}, 0, 0, S_NULL}, // S_RAINRETURN
|
||||
|
||||
// Snowflake
|
||||
{SPR_SNO1, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SNOW1
|
||||
{SPR_SNO1, 1, -1, {NULL}, 0, 0, S_NULL}, // S_SNOW2
|
||||
{SPR_SNO1, 2, -1, {NULL}, 0, 0, S_NULL}, // S_SNOW3
|
||||
|
||||
// Blizzard Snowball
|
||||
{SPR_SNO2, 0, -1, {NULL}, 0, 0, S_NULL}, // S_BLIZZARDSNOW1
|
||||
{SPR_SNO2, 1, -1, {NULL}, 0, 0, S_NULL}, // S_BLIZZARDSNOW2
|
||||
{SPR_SNO2, 2, -1, {NULL}, 0, 0, S_NULL}, // S_BLIZZARDSNOW3
|
||||
|
||||
// Water Splish
|
||||
{SPR_SPLH, FF_TRANS50 , 2, {NULL}, 0, 0, S_SPLISH2}, // S_SPLISH1
|
||||
{SPR_SPLH, FF_TRANS50|1, 2, {NULL}, 0, 0, S_SPLISH3}, // S_SPLISH2
|
||||
|
|
@ -1888,9 +1876,9 @@ state_t states[NUMSTATES] =
|
|||
{SPR_SPLH, FF_TRANS50|8, 2, {NULL}, 0, 0, S_NULL}, // S_SPLISH9
|
||||
|
||||
// Water Splash
|
||||
{SPR_SPLA, FF_TRANS50 , 3, {NULL}, 0, 0, S_SPLASH2}, // S_SPLASH1
|
||||
{SPR_SPLA, FF_TRANS70|1, 3, {NULL}, 0, 0, S_SPLASH3}, // S_SPLASH2
|
||||
{SPR_SPLA, FF_TRANS90|2, 3, {NULL}, 0, 0, S_RAINRETURN}, // S_SPLASH3
|
||||
{SPR_SPLA, FF_TRANS50 , 3, {NULL}, 0, 0, S_SPLASH2}, // S_SPLASH1
|
||||
{SPR_SPLA, FF_TRANS70|1, 3, {NULL}, 0, 0, S_SPLASH3}, // S_SPLASH2
|
||||
{SPR_SPLA, FF_TRANS90|2, 3, {NULL}, 0, 0, S_NULL}, // S_SPLASH3
|
||||
|
||||
// Smoke
|
||||
{SPR_SMOK, FF_TRANS50 , 4, {NULL}, 0, 0, S_SMOKE2}, // S_SMOKE1
|
||||
|
|
@ -6430,7 +6418,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
501, // doomednum
|
||||
S_INVISIBLE, // spawnstate
|
||||
1000, // spawnhealth
|
||||
S_PLAY_SIGN, // seestate
|
||||
S_NULL, // seestate
|
||||
sfx_s3kb8, // seesound
|
||||
8, // reactiontime
|
||||
sfx_s3k7e, // attacksound
|
||||
|
|
@ -6444,7 +6432,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
sfx_None, // deathsound
|
||||
8, // speed
|
||||
8*FRACUNIT, // radius
|
||||
32*FRACUNIT, // height
|
||||
48*FRACUNIT, // height
|
||||
0, // display offset
|
||||
16, // mass
|
||||
0, // damage
|
||||
|
|
@ -6453,6 +6441,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
{ // MT_SIGN_PIECE
|
||||
-1, // doomednum
|
||||
S_INVISIBLE, // spawnstate
|
||||
1000, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_None, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
8, // speed
|
||||
8*FRACUNIT, // radius
|
||||
48*FRACUNIT, // height
|
||||
0, // display offset
|
||||
0, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_NOTHINK|MF_DONTENCOREMAP, // flags
|
||||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
{ // MT_SPIKEBALL
|
||||
-1, // doomednum
|
||||
S_SPIKEBALL1, // spawnstate
|
||||
|
|
@ -11434,22 +11449,22 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
S_RAIN1, // spawnstate
|
||||
1000, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_rainin, // seesound
|
||||
0, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_None, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_SPLASH1, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
-72*FRACUNIT, // speed -- -24*FRACUNIT originally, srb2kart x3 (nya)
|
||||
1*FRACUNIT, // radius
|
||||
8*FRACUNIT, // height
|
||||
0, // display offset
|
||||
4, // mass
|
||||
80, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_NOBLOCKMAP, // flags
|
||||
|
|
@ -11462,7 +11477,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
1000, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
0, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
|
|
@ -11476,8 +11491,35 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
4*FRACUNIT, // radius
|
||||
4*FRACUNIT, // height
|
||||
0, // display offset
|
||||
4, // mass
|
||||
0, // damage
|
||||
0, // mass
|
||||
2, // damage
|
||||
sfx_None, // activesound
|
||||
MF_NOBLOCKMAP, // flags
|
||||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
{ // MT_BLIZZARDSNOW
|
||||
-1, // doomednum
|
||||
S_BLIZZARDSNOW1, // spawnstate
|
||||
1000, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
0, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_None, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
-24*FRACUNIT, // speed
|
||||
4*FRACUNIT, // radius
|
||||
4*FRACUNIT, // height
|
||||
0, // display offset
|
||||
0, // mass
|
||||
2, // damage
|
||||
sfx_None, // activesound
|
||||
MF_NOBLOCKMAP, // flags
|
||||
S_NULL // raisestate
|
||||
|
|
|
|||
34
src/info.h
34
src/info.h
|
|
@ -63,7 +63,6 @@ void A_ThrownRing(); // Sparkle trail for red ring
|
|||
void A_GrenadeRing(); // SRB2kart
|
||||
void A_SetSolidSteam();
|
||||
void A_UnsetSolidSteam();
|
||||
void A_SignPlayer();
|
||||
void A_OverlayThink();
|
||||
void A_JetChase();
|
||||
void A_JetbThink(); // Jetty-Syn Bomber Thinker
|
||||
|
|
@ -475,6 +474,7 @@ typedef enum sprite
|
|||
// Environmental Effects
|
||||
SPR_RAIN, // Rain
|
||||
SPR_SNO1, // Snowflake
|
||||
SPR_SNO2, // Blizzard Snowball
|
||||
SPR_SPLH, // Water Splish
|
||||
SPR_SPLA, // Water Splash
|
||||
SPR_SMOK,
|
||||
|
|
@ -1775,27 +1775,10 @@ typedef enum state
|
|||
S_BUBBLES2,
|
||||
|
||||
// Level End Sign
|
||||
S_SIGN1,
|
||||
S_SIGN2,
|
||||
S_SIGN3,
|
||||
S_SIGN4,
|
||||
S_SIGN5,
|
||||
S_SIGN6,
|
||||
S_SIGN7,
|
||||
S_SIGN8,
|
||||
S_SIGN9,
|
||||
S_SIGN10,
|
||||
S_SIGN11,
|
||||
S_SIGN12,
|
||||
S_SIGN13,
|
||||
S_SIGN14,
|
||||
S_SIGN15,
|
||||
S_SIGN16,
|
||||
S_SIGN17,
|
||||
S_SIGN18,
|
||||
S_SIGN19,
|
||||
S_SIGN20,
|
||||
S_SIGN_END,
|
||||
S_SIGN_POLE,
|
||||
S_SIGN_BACK,
|
||||
S_SIGN_SIDE,
|
||||
S_SIGN_FACE,
|
||||
|
||||
// Steam Riser
|
||||
S_STEAM1,
|
||||
|
|
@ -2578,6 +2561,11 @@ typedef enum state
|
|||
S_SNOW2,
|
||||
S_SNOW3,
|
||||
|
||||
// Blizzard Snowball
|
||||
S_BLIZZARDSNOW1,
|
||||
S_BLIZZARDSNOW2,
|
||||
S_BLIZZARDSNOW3,
|
||||
|
||||
// Water Splish
|
||||
S_SPLISH1,
|
||||
S_SPLISH2,
|
||||
|
|
@ -4280,6 +4268,7 @@ typedef enum mobj_type
|
|||
// Interactive Objects
|
||||
MT_BUBBLES, // Bubble source
|
||||
MT_SIGN, // Level end sign
|
||||
MT_SIGN_PIECE,
|
||||
MT_SPIKEBALL, // Spike Ball
|
||||
MT_SPECIALSPIKEBALL,
|
||||
MT_SPINFIRE,
|
||||
|
|
@ -4506,6 +4495,7 @@ typedef enum mobj_type
|
|||
// Environmental Effects
|
||||
MT_RAIN, // Rain
|
||||
MT_SNOWFLAKE, // Snowflake
|
||||
MT_BLIZZARDSNOW, // Blizzard Snowball
|
||||
MT_SPLISH, // Water splish!
|
||||
MT_SMOKE,
|
||||
MT_SMALLBUBBLE, // small bubble
|
||||
|
|
|
|||
78
src/k_kart.c
78
src/k_kart.c
|
|
@ -1533,20 +1533,16 @@ void K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2, boolean bounce, boolean solid)
|
|||
|
||||
\return boolean
|
||||
*/
|
||||
static UINT8 K_CheckOffroadCollide(mobj_t *mo, sector_t *sec)
|
||||
static UINT8 K_CheckOffroadCollide(mobj_t *mo)
|
||||
{
|
||||
UINT8 i;
|
||||
sector_t *sec2;
|
||||
|
||||
I_Assert(mo != NULL);
|
||||
I_Assert(!P_MobjWasRemoved(mo));
|
||||
|
||||
sec2 = P_ThingOnSpecial3DFloor(mo);
|
||||
|
||||
for (i = 2; i < 5; i++)
|
||||
{
|
||||
if ((sec2 && GETSECSPECIAL(sec2->special, 1) == i)
|
||||
|| (P_IsObjectOnRealGround(mo, sec) && GETSECSPECIAL(sec->special, 1) == i))
|
||||
if (P_MobjTouchingSectorSpecial(mo, 1, i, true))
|
||||
return i-1;
|
||||
}
|
||||
|
||||
|
|
@ -1561,25 +1557,16 @@ static UINT8 K_CheckOffroadCollide(mobj_t *mo, sector_t *sec)
|
|||
*/
|
||||
static void K_UpdateOffroad(player_t *player)
|
||||
{
|
||||
fixed_t offroad;
|
||||
sector_t *nextsector = R_PointInSubsector(
|
||||
player->mo->x + player->mo->momx*2, player->mo->y + player->mo->momy*2)->sector;
|
||||
UINT8 offroadstrength = K_CheckOffroadCollide(player->mo, nextsector);
|
||||
fixed_t offroadstrength = (K_CheckOffroadCollide(player->mo) << FRACBITS);
|
||||
|
||||
// If you are in offroad, a timer starts.
|
||||
if (offroadstrength)
|
||||
{
|
||||
if (K_CheckOffroadCollide(player->mo, player->mo->subsector->sector) && player->kartstuff[k_offroad] == 0)
|
||||
player->kartstuff[k_offroad] = TICRATE;
|
||||
if (player->kartstuff[k_offroad] < offroadstrength)
|
||||
player->kartstuff[k_offroad] += offroadstrength / TICRATE;
|
||||
|
||||
if (player->kartstuff[k_offroad] > 0)
|
||||
{
|
||||
offroad = (offroadstrength << FRACBITS) / TICRATE;
|
||||
player->kartstuff[k_offroad] += offroad;
|
||||
}
|
||||
|
||||
if (player->kartstuff[k_offroad] > (offroadstrength << FRACBITS))
|
||||
player->kartstuff[k_offroad] = (offroadstrength << FRACBITS);
|
||||
if (player->kartstuff[k_offroad] > offroadstrength)
|
||||
player->kartstuff[k_offroad] = offroadstrength;
|
||||
}
|
||||
else
|
||||
player->kartstuff[k_offroad] = 0;
|
||||
|
|
@ -6770,7 +6757,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
|
|||
}
|
||||
}
|
||||
|
||||
K_KartDrift(player, onground);
|
||||
K_KartDrift(player, P_IsObjectOnGround(player->mo)); // Not using onground, since we don't want this affected by spring pads
|
||||
|
||||
// Quick Turning
|
||||
// You can't turn your kart when you're not moving.
|
||||
|
|
@ -7246,6 +7233,9 @@ static patch_t *kp_lapanim_hand[3];
|
|||
static patch_t *kp_yougotem;
|
||||
static patch_t *kp_itemminimap;
|
||||
|
||||
static patch_t *kp_alagles[10];
|
||||
static patch_t *kp_blagles[6];
|
||||
|
||||
void K_LoadKartHUDGraphics(void)
|
||||
{
|
||||
INT32 i, j;
|
||||
|
|
@ -7546,6 +7536,20 @@ void K_LoadKartHUDGraphics(void)
|
|||
|
||||
kp_yougotem = (patch_t *) W_CachePatchName("YOUGOTEM", PU_HUDGFX);
|
||||
kp_itemminimap = (patch_t *) W_CachePatchName("MMAPITEM", PU_HUDGFX);
|
||||
|
||||
sprintf(buffer, "ALAGLESx");
|
||||
for (i = 0; i < 10; ++i)
|
||||
{
|
||||
buffer[7] = '0'+i;
|
||||
kp_alagles[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
|
||||
}
|
||||
|
||||
sprintf(buffer, "BLAGLESx");
|
||||
for (i = 0; i < 6; ++i)
|
||||
{
|
||||
buffer[7] = '0'+i;
|
||||
kp_blagles[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
|
||||
}
|
||||
}
|
||||
|
||||
// For the item toggle menu
|
||||
|
|
@ -8518,9 +8522,11 @@ static boolean K_drawKartPositionFaces(void)
|
|||
//
|
||||
void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, INT32 whiteplayer, INT32 hilicol)
|
||||
{
|
||||
static tic_t alagles_timer = 9;
|
||||
INT32 i, rightoffset = 240;
|
||||
const UINT8 *colormap;
|
||||
INT32 dupadjust = (vid.width/vid.dupx), duptweak = (dupadjust - BASEVIDWIDTH)/2;
|
||||
int y2;
|
||||
|
||||
//this function is designed for 9 or less score lines only
|
||||
//I_Assert(scorelines <= 9); -- not today bitch, kart fixed it up
|
||||
|
|
@ -8541,15 +8547,39 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
|
|||
continue; //ignore them.
|
||||
|
||||
if (netgame // don't draw it offline
|
||||
&& tab[i].num != serverplayer)
|
||||
&& ( tab[i].num != serverplayer || ! server_lagless ))
|
||||
HU_drawPing(x + ((i < 8) ? -17 : rightoffset + 11), y-4, playerpingtable[tab[i].num], 0);
|
||||
|
||||
STRBUFCPY(strtime, tab[i].name);
|
||||
|
||||
y2 = y;
|
||||
|
||||
if (tab[i].num == 0 && server_lagless)
|
||||
{
|
||||
y2 = ( y - 4 );
|
||||
|
||||
V_DrawScaledPatch(x + 20, y2, 0, kp_blagles[(leveltime / 3) % 6]);
|
||||
// every 70 tics
|
||||
if (( leveltime % 70 ) == 0)
|
||||
{
|
||||
alagles_timer = 9;
|
||||
}
|
||||
if (alagles_timer > 0)
|
||||
{
|
||||
V_DrawScaledPatch(x + 20, y2, 0, kp_alagles[alagles_timer]);
|
||||
if (( leveltime % 2 ) == 0)
|
||||
alagles_timer--;
|
||||
}
|
||||
else
|
||||
V_DrawScaledPatch(x + 20, y2, 0, kp_alagles[0]);
|
||||
|
||||
y2 += SHORT (kp_alagles[0]->height) + 1;
|
||||
}
|
||||
|
||||
if (scorelines > 8)
|
||||
V_DrawThinString(x + 20, y, ((tab[i].num == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE|V_6WIDTHSPACE, strtime);
|
||||
V_DrawThinString(x + 20, y2, ((tab[i].num == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE|V_6WIDTHSPACE, strtime);
|
||||
else
|
||||
V_DrawString(x + 20, y, ((tab[i].num == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE, strtime);
|
||||
V_DrawString(x + 20, y2, ((tab[i].num == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE, strtime);
|
||||
|
||||
if (players[tab[i].num].mo->color)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1303,15 +1303,16 @@ static int lib_pExplodeMissile(lua_State *L)
|
|||
return 0;
|
||||
}
|
||||
|
||||
static int lib_pPlayerTouchingSectorSpecial(lua_State *L)
|
||||
static int lib_pMobjTouchingSectorSpecial(lua_State *L)
|
||||
{
|
||||
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
|
||||
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
|
||||
INT32 section = (INT32)luaL_checkinteger(L, 2);
|
||||
INT32 number = (INT32)luaL_checkinteger(L, 3);
|
||||
boolean touchground = lua_optboolean(L, 4);
|
||||
//HUDSAFE
|
||||
if (!player)
|
||||
return LUA_ErrInvalid(L, "player_t");
|
||||
LUA_PushUserdata(L, P_PlayerTouchingSectorSpecial(player, section, number), META_SECTOR);
|
||||
if (!mo)
|
||||
return LUA_ErrInvalid(L, "mobj_t");
|
||||
LUA_PushUserdata(L, P_MobjTouchingSectorSpecial(mo, section, number, touchground), META_SECTOR);
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
|
@ -2725,7 +2726,7 @@ static luaL_Reg lib[] = {
|
|||
{"P_SetMobjStateNF",lib_pSetMobjStateNF},
|
||||
{"P_DoSuperTransformation",lib_pDoSuperTransformation},
|
||||
{"P_ExplodeMissile",lib_pExplodeMissile},
|
||||
{"P_PlayerTouchingSectorSpecial",lib_pPlayerTouchingSectorSpecial},
|
||||
{"P_MobjTouchingSectorSpecial",lib_pMobjTouchingSectorSpecial},
|
||||
{"P_FindSpecialLineFromTag",lib_pFindSpecialLineFromTag},
|
||||
{"P_SwitchWeather",lib_pSwitchWeather},
|
||||
{"P_LinedefExecute",lib_pLinedefExecute},
|
||||
|
|
|
|||
|
|
@ -117,7 +117,6 @@ void A_ThrownRing(mobj_t *actor);
|
|||
void A_GrenadeRing(mobj_t *actor);
|
||||
void A_SetSolidSteam(mobj_t *actor);
|
||||
void A_UnsetSolidSteam(mobj_t *actor);
|
||||
void A_SignPlayer(mobj_t *actor);
|
||||
void A_OverlayThink(mobj_t *actor);
|
||||
void A_JetChase(mobj_t *actor);
|
||||
void A_JetbThink(mobj_t *actor);
|
||||
|
|
@ -4180,38 +4179,6 @@ void A_UnsetSolidSteam(mobj_t *actor)
|
|||
actor->flags |= MF_NOCLIP;
|
||||
}
|
||||
|
||||
// Function: A_SignPlayer
|
||||
//
|
||||
// Description: Changes the state of a level end sign to reflect the player that hit it.
|
||||
//
|
||||
// var1 = unused
|
||||
// var2 = unused
|
||||
//
|
||||
void A_SignPlayer(mobj_t *actor)
|
||||
{
|
||||
mobj_t *ov;
|
||||
#ifdef HAVE_BLUA
|
||||
if (LUA_CallAction("A_SignPlayer", actor))
|
||||
return;
|
||||
#endif
|
||||
if (!actor->target)
|
||||
return;
|
||||
|
||||
if (!actor->target->player)
|
||||
return;
|
||||
|
||||
// Set the sign to be an appropriate background color for this player's skincolor.
|
||||
actor->color = KartColor_Opposite[actor->target->player->skincolor*2];
|
||||
actor->frame += KartColor_Opposite[actor->target->player->skincolor*2+1];
|
||||
|
||||
// spawn an overlay of the player's face.
|
||||
ov = P_SpawnMobj(actor->x, actor->y, actor->z, MT_OVERLAY);
|
||||
P_SetTarget(&ov->target, actor);
|
||||
ov->color = actor->target->player->skincolor;
|
||||
ov->skin = &skins[actor->target->player->skin];
|
||||
P_SetMobjState(ov, actor->info->seestate); // S_PLAY_SIGN
|
||||
}
|
||||
|
||||
// Function: A_OverlayThink
|
||||
//
|
||||
// Description: Moves the overlay to the position of its target.
|
||||
|
|
|
|||
|
|
@ -1769,6 +1769,7 @@ static mobj_t *SearchMarioNode(msecnode_t *node)
|
|||
case MT_SUPERSPARK:
|
||||
case MT_RAIN:
|
||||
case MT_SNOWFLAKE:
|
||||
case MT_BLIZZARDSNOW:
|
||||
case MT_SPLISH:
|
||||
case MT_SMOKE:
|
||||
case MT_SMALLBUBBLE:
|
||||
|
|
@ -2275,7 +2276,7 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
|
|||
continue;
|
||||
|
||||
if (!(players[i].mo->subsector->sector == sec
|
||||
|| P_PlayerTouchingSectorSpecial(&players[i], 2, (GETSECSPECIAL(sec->special, 2))) == sec))
|
||||
|| P_MobjTouchingSectorSpecial(players[i].mo, 2, (GETSECSPECIAL(sec->special, 2)), false) == sec))
|
||||
continue;
|
||||
|
||||
if (floortouch == true && P_IsObjectOnRealGround(players[i].mo, sec))
|
||||
|
|
|
|||
|
|
@ -925,7 +925,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
special->fuse = 1;
|
||||
special->flags2 |= MF2_JUSTATTACKED;
|
||||
|
||||
if (!P_PlayerTouchingSectorSpecial(player, 4, 2 + flagteam))
|
||||
if (!P_MobjTouchingSectorSpecial(player->mo, 4, 2 + flagteam, false))
|
||||
{
|
||||
CONS_Printf(M_GetText("%s returned the %c%s%c to base.\n"), plname, flagcolor, flagtext, 0x80);
|
||||
|
||||
|
|
|
|||
36
src/p_map.c
36
src/p_map.c
|
|
@ -2790,28 +2790,15 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
|
|||
const fixed_t maxstepmove = FixedMul(MAXSTEPMOVE, mapobjectscale);
|
||||
fixed_t maxstep = maxstepmove;
|
||||
|
||||
if (thing->player)
|
||||
{
|
||||
if (thing->player->kartstuff[k_waterskip])
|
||||
maxstep += maxstepmove; // Force some stepmove when waterskipping
|
||||
if (thing->player && thing->player->kartstuff[k_waterskip])
|
||||
maxstep += maxstepmove; // Add some extra stepmove when waterskipping
|
||||
|
||||
// If using type Section1:13, double the maxstep.
|
||||
if (P_PlayerTouchingSectorSpecial(thing->player, 1, 13)
|
||||
|| GETSECSPECIAL(R_PointInSubsector(x, y)->sector->special, 1) == 13)
|
||||
maxstep += maxstepmove;
|
||||
// If using type Section1:12, no maxstep. For ledges you don't want the player to climb! (see: Egg Zeppelin & SMK port walls)
|
||||
else if (P_PlayerTouchingSectorSpecial(thing->player, 1, 12)
|
||||
|| GETSECSPECIAL(R_PointInSubsector(x, y)->sector->special, 1) == 12)
|
||||
maxstep -= maxstepmove;
|
||||
|
||||
// Don't 'step up' while springing,
|
||||
// Only step up "if needed".
|
||||
/* // SRB2kart - don't need
|
||||
if (thing->state == &states[S_PLAY_SPRING]
|
||||
&& P_MobjFlip(thing)*thing->momz > FixedMul(FRACUNIT, thing->scale))
|
||||
maxstep = 0;
|
||||
*/
|
||||
}
|
||||
// If using type Section1:13, double the maxstep.
|
||||
if (P_MobjTouchingSectorSpecial(thing, 1, 13, false))
|
||||
maxstep <<= 1;
|
||||
// If using type Section1:12, no maxstep. For short walls, like Egg Zeppelin
|
||||
else if (P_MobjTouchingSectorSpecial(thing, 1, 12, false))
|
||||
maxstep = 0;
|
||||
|
||||
if (thing->type == MT_SKIM)
|
||||
maxstep = 0;
|
||||
|
|
@ -2834,12 +2821,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
|
|||
return false; // mobj must lower itself to fit
|
||||
|
||||
// Ramp test
|
||||
if (maxstep > 0 && !(
|
||||
thing->player && (
|
||||
P_PlayerTouchingSectorSpecial(thing->player, 1, 14)
|
||||
|| GETSECSPECIAL(R_PointInSubsector(x, y)->sector->special, 1) == 14)
|
||||
)
|
||||
)
|
||||
if ((maxstep > 0) && !(P_MobjTouchingSectorSpecial(thing, 1, 14, false)))
|
||||
{
|
||||
// If the floor difference is MAXSTEPMOVE or less, and the sector isn't Section1:14, ALWAYS
|
||||
// step down! Formerly required a Section1:13 sector for the full MAXSTEPMOVE, but no more.
|
||||
|
|
|
|||
540
src/p_mobj.c
540
src/p_mobj.c
|
|
@ -1328,9 +1328,6 @@ fixed_t P_GetMobjGravity(mobj_t *mo)
|
|||
case MT_JAWZ_DUD:
|
||||
gravityadd = (5*gravityadd)/2;
|
||||
break;
|
||||
case MT_SIGN:
|
||||
gravityadd /= 8;
|
||||
break;
|
||||
case MT_KARMAFIREWORK:
|
||||
gravityadd /= 3;
|
||||
break;
|
||||
|
|
@ -3931,51 +3928,60 @@ void P_NullPrecipThinker(precipmobj_t *mobj)
|
|||
mobj->precipflags &= ~PCF_THUNK;
|
||||
}
|
||||
|
||||
void P_SnowThinker(precipmobj_t *mobj)
|
||||
void P_PrecipThinker(precipmobj_t *mobj)
|
||||
{
|
||||
P_CycleStateAnimation((mobj_t *)mobj);
|
||||
|
||||
// adjust height
|
||||
if ((mobj->z += mobj->momz) <= mobj->floorz)
|
||||
mobj->z = mobj->ceilingz;
|
||||
}
|
||||
|
||||
void P_RainThinker(precipmobj_t *mobj)
|
||||
{
|
||||
P_CycleStateAnimation((mobj_t *)mobj);
|
||||
|
||||
if (mobj->state != &states[S_RAIN1])
|
||||
if (mobj->state == &states[S_RAINRETURN])
|
||||
{
|
||||
// cycle through states,
|
||||
// calling action functions at transitions
|
||||
if (mobj->tics <= 0)
|
||||
return;
|
||||
|
||||
if (--mobj->tics)
|
||||
return;
|
||||
|
||||
if (!P_SetPrecipMobjState(mobj, mobj->state->nextstate))
|
||||
return;
|
||||
|
||||
if (mobj->state != &states[S_RAINRETURN])
|
||||
return;
|
||||
|
||||
// Reset to ceiling!
|
||||
P_SetPrecipMobjState(mobj, mobj->info->spawnstate);
|
||||
mobj->z = mobj->ceilingz;
|
||||
P_SetPrecipMobjState(mobj, S_RAIN1);
|
||||
|
||||
return;
|
||||
mobj->momz = mobj->info->speed;
|
||||
mobj->precipflags &= ~PCF_SPLASH;
|
||||
}
|
||||
|
||||
if (mobj->tics != -1)
|
||||
{
|
||||
if (mobj->tics)
|
||||
{
|
||||
mobj->tics--;
|
||||
}
|
||||
|
||||
if (mobj->tics == 0)
|
||||
{
|
||||
if ((mobj->precipflags & PCF_SPLASH) && (mobj->state->nextstate == S_NULL))
|
||||
{
|
||||
// HACK: sprite changes are 1 tic late, so you would see splashes on the ceiling if not for this state.
|
||||
// We need to use the settings from the previous state, since some of those are NOT 1 tic late.
|
||||
INT32 frame = (mobj->frame & ~FF_FRAMEMASK);
|
||||
P_SetPrecipMobjState(mobj, S_RAINRETURN);
|
||||
mobj->frame = frame;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!P_SetPrecipMobjState(mobj, mobj->state->nextstate))
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (mobj->precipflags & PCF_SPLASH)
|
||||
return;
|
||||
|
||||
// adjust height
|
||||
if ((mobj->z += mobj->momz) <= mobj->floorz)
|
||||
{
|
||||
// no splashes on sky or bottomless pits
|
||||
if (mobj->precipflags & PCF_PIT)
|
||||
if ((mobj->info->deathstate == S_NULL) || (mobj->precipflags & PCF_PIT)) // no splashes on sky or bottomless pits
|
||||
{
|
||||
mobj->z = mobj->ceilingz;
|
||||
}
|
||||
else
|
||||
{
|
||||
P_SetPrecipMobjState(mobj, mobj->info->deathstate);
|
||||
mobj->z = mobj->floorz;
|
||||
P_SetPrecipMobjState(mobj, S_SPLASH1);
|
||||
mobj->precipflags |= PCF_SPLASH;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -6203,6 +6209,169 @@ static void P_RemoveOverlay(mobj_t *thing)
|
|||
}
|
||||
}
|
||||
|
||||
// Simplified version of a code bit in P_MobjFloorZ
|
||||
static fixed_t P_ShadowSlopeZ(pslope_t *slope, fixed_t x, fixed_t y, fixed_t radius, boolean ceiling)
|
||||
{
|
||||
fixed_t testx, testy;
|
||||
|
||||
if (slope->d.x < 0)
|
||||
testx = radius;
|
||||
else
|
||||
testx = -radius;
|
||||
|
||||
if (slope->d.y < 0)
|
||||
testy = radius;
|
||||
else
|
||||
testy = -radius;
|
||||
|
||||
if ((slope->zdelta > 0) ^ !!(ceiling))
|
||||
{
|
||||
testx = -testx;
|
||||
testy = -testy;
|
||||
}
|
||||
|
||||
testx += x;
|
||||
testy += y;
|
||||
|
||||
return P_GetZAt(slope, testx, testy);
|
||||
}
|
||||
|
||||
// Sets standingslope/modeltilt, returns z position for shadows; used also for stuff like bananas
|
||||
// (I would've preferred to be able to return both the slope & z, but I'll take what I can get...)
|
||||
fixed_t P_CalculateShadowFloor(mobj_t *mobj, fixed_t x, fixed_t y, fixed_t z, fixed_t radius, fixed_t height, boolean flip, boolean player)
|
||||
{
|
||||
fixed_t newz;
|
||||
sector_t *sec;
|
||||
#ifdef ESLOPE
|
||||
pslope_t *slope = NULL;
|
||||
#endif
|
||||
|
||||
sec = R_PointInSubsector(x, y)->sector;
|
||||
|
||||
if (flip)
|
||||
{
|
||||
#ifdef ESLOPE
|
||||
if (sec->c_slope)
|
||||
{
|
||||
slope = sec->c_slope;
|
||||
newz = P_ShadowSlopeZ(slope, x, y, radius, true);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
newz = sec->ceilingheight;
|
||||
}
|
||||
else
|
||||
{
|
||||
#ifdef ESLOPE
|
||||
if (sec->f_slope)
|
||||
{
|
||||
slope = sec->f_slope;
|
||||
newz = P_ShadowSlopeZ(slope, x, y, radius, false);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
newz = sec->floorheight;
|
||||
}
|
||||
|
||||
// Check FOFs for a better suited slope
|
||||
if (sec->ffloors)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
|
||||
for (rover = sec->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
fixed_t top, bottom;
|
||||
fixed_t d1, d2;
|
||||
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
if ((!(((rover->flags & FF_BLOCKPLAYER && player)
|
||||
|| (rover->flags & FF_BLOCKOTHERS && !player))
|
||||
|| (rover->flags & FF_QUICKSAND))
|
||||
|| (rover->flags & FF_SWIMMABLE)))
|
||||
continue;
|
||||
|
||||
#ifdef ESLOPE
|
||||
if (*rover->t_slope)
|
||||
top = P_ShadowSlopeZ(*rover->t_slope, x, y, radius, false);
|
||||
else
|
||||
#endif
|
||||
top = *rover->topheight;
|
||||
|
||||
#ifdef ESLOPE
|
||||
if (*rover->b_slope)
|
||||
bottom = P_ShadowSlopeZ(*rover->b_slope, x, y, radius, true);
|
||||
else
|
||||
#endif
|
||||
bottom = *rover->bottomheight;
|
||||
|
||||
if (flip)
|
||||
{
|
||||
if (rover->flags & FF_QUICKSAND)
|
||||
{
|
||||
if (z < top && (z + height) > bottom)
|
||||
{
|
||||
if (newz > (z + height))
|
||||
{
|
||||
newz = (z + height);
|
||||
slope = NULL;
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
d1 = (z + height) - (top + ((bottom - top)/2));
|
||||
d2 = z - (top + ((bottom - top)/2));
|
||||
|
||||
if (bottom < newz && abs(d1) < abs(d2))
|
||||
{
|
||||
newz = bottom;
|
||||
#ifdef ESLOPE
|
||||
if (*rover->b_slope)
|
||||
slope = *rover->b_slope;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (rover->flags & FF_QUICKSAND)
|
||||
{
|
||||
if (z < top && (z + height) > bottom)
|
||||
{
|
||||
if (newz < z)
|
||||
{
|
||||
newz = z;
|
||||
slope = NULL;
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
d1 = z - (bottom + ((top - bottom)/2));
|
||||
d2 = (z + height) - (bottom + ((top - bottom)/2));
|
||||
|
||||
if (top > newz && abs(d1) < abs(d2))
|
||||
{
|
||||
newz = top;
|
||||
#ifdef ESLOPE
|
||||
if (*rover->t_slope)
|
||||
slope = *rover->t_slope;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
mobj->standingslope = slope;
|
||||
|
||||
#ifdef HWRENDER
|
||||
mobj->modeltilt = slope;
|
||||
#endif
|
||||
|
||||
return newz;
|
||||
}
|
||||
|
||||
// SAL'S KART BATTLE MODE OVERTIME HANDLER
|
||||
#define MAXPLANESPERSECTOR (MAXFFLOORS+1)*2
|
||||
static void P_SpawnOvertimeParticles(fixed_t x, fixed_t y, fixed_t scale, mobjtype_t type, boolean ceiling)
|
||||
|
|
@ -8063,14 +8232,8 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
|
||||
P_Thrust(mobj, mobj->angle, thrustamount);
|
||||
|
||||
if (grounded)
|
||||
{
|
||||
sector_t *sec2 = P_ThingOnSpecial3DFloor(mobj);
|
||||
if ((sec2 && GETSECSPECIAL(sec2->special, 3) == 1)
|
||||
|| (P_IsObjectOnRealGround(mobj, mobj->subsector->sector)
|
||||
&& GETSECSPECIAL(mobj->subsector->sector->special, 3) == 1))
|
||||
K_DoPogoSpring(mobj, 0, 1);
|
||||
}
|
||||
if (P_MobjTouchingSectorSpecial(mobj, 3, 1, true))
|
||||
K_DoPogoSpring(mobj, 0, 1);
|
||||
|
||||
if (mobj->threshold > 0)
|
||||
mobj->threshold--;
|
||||
|
|
@ -8082,7 +8245,6 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
}
|
||||
case MT_JAWZ:
|
||||
{
|
||||
sector_t *sec2;
|
||||
mobj_t *ghost = P_SpawnGhostMobj(mobj);
|
||||
|
||||
if (mobj->target && !P_MobjWasRemoved(mobj->target) && mobj->target->player)
|
||||
|
|
@ -8100,10 +8262,7 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
|
||||
K_DriftDustHandling(mobj);
|
||||
|
||||
sec2 = P_ThingOnSpecial3DFloor(mobj);
|
||||
if ((sec2 && GETSECSPECIAL(sec2->special, 3) == 1)
|
||||
|| (P_IsObjectOnRealGround(mobj, mobj->subsector->sector)
|
||||
&& GETSECSPECIAL(mobj->subsector->sector->special, 3) == 1))
|
||||
if (P_MobjTouchingSectorSpecial(mobj, 3, 1, true))
|
||||
K_DoPogoSpring(mobj, 0, 1);
|
||||
|
||||
break;
|
||||
|
|
@ -8155,14 +8314,8 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
|
||||
P_Thrust(mobj, mobj->angle, thrustamount);
|
||||
|
||||
if (grounded)
|
||||
{
|
||||
sector_t *sec2 = P_ThingOnSpecial3DFloor(mobj);
|
||||
if ((sec2 && GETSECSPECIAL(sec2->special, 3) == 1)
|
||||
|| (P_IsObjectOnRealGround(mobj, mobj->subsector->sector)
|
||||
&& GETSECSPECIAL(mobj->subsector->sector->special, 3) == 1))
|
||||
K_DoPogoSpring(mobj, 0, 1);
|
||||
}
|
||||
if (P_MobjTouchingSectorSpecial(mobj, 3, 1, true))
|
||||
K_DoPogoSpring(mobj, 0, 1);
|
||||
|
||||
if (mobj->threshold > 0)
|
||||
mobj->threshold--;
|
||||
|
|
@ -8670,31 +8823,104 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
}
|
||||
break;
|
||||
case MT_SIGN: // Kart's unique sign behavior
|
||||
if (mobj->movecount)
|
||||
if (mobj->movecount != 0)
|
||||
{
|
||||
if (mobj->z <= mobj->movefactor)
|
||||
mobj_t *cur = mobj->hnext;
|
||||
SINT8 newskin = -1;
|
||||
UINT8 newcolor = SKINCOLOR_NONE;
|
||||
angle_t endangle = FixedAngle(mobj->extravalue1 << FRACBITS);
|
||||
|
||||
if (mobj->movecount == 1)
|
||||
{
|
||||
P_SetMobjState(mobj, S_SIGN_END);
|
||||
if (mobj->info->attacksound)
|
||||
S_StartSound(mobj, mobj->info->attacksound);
|
||||
mobj->flags |= MF_NOGRAVITY; // ?
|
||||
mobj->flags &= ~MF_NOCLIPHEIGHT;
|
||||
mobj->z = mobj->movefactor;
|
||||
mobj->movecount = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
P_SpawnMobj(mobj->x + (P_RandomRange(-48,48)*mobj->scale),
|
||||
mobj->y + (P_RandomRange(-48,48)*mobj->scale),
|
||||
mobj->z + (24*mobj->scale) + (P_RandomRange(-8,8)*mobj->scale),
|
||||
MT_SIGNSPARKLE);
|
||||
mobj->flags &= ~MF_NOGRAVITY;
|
||||
if (abs(mobj->z - mobj->movefactor) <= (512*mobj->scale) && !mobj->cvmem)
|
||||
if (mobj->z + mobj->momz <= mobj->movefactor)
|
||||
{
|
||||
if (mobj->info->seesound)
|
||||
S_StartSound(mobj, mobj->info->seesound);
|
||||
mobj->cvmem = 1;
|
||||
if (mobj->info->attacksound)
|
||||
S_StartSound(mobj, mobj->info->attacksound);
|
||||
|
||||
mobj->z = mobj->movefactor;
|
||||
mobj->momz = 0;
|
||||
mobj->movecount = 2;
|
||||
|
||||
newskin = ((skin_t*)mobj->target->skin)-skins;
|
||||
newcolor = mobj->target->player->skincolor;
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed_t g = (6*mobj->scale);
|
||||
UINT16 ticstilimpact = abs(mobj->z - mobj->movefactor) / g;
|
||||
|
||||
P_SpawnMobj(
|
||||
mobj->x + FixedMul(48*mobj->scale, FINECOSINE(mobj->angle >> ANGLETOFINESHIFT)),
|
||||
mobj->y + FixedMul(48*mobj->scale, FINESINE(mobj->angle >> ANGLETOFINESHIFT)),
|
||||
mobj->z + ((24 + ((leveltime % 4) * 8)) * mobj->scale),
|
||||
MT_SIGNSPARKLE
|
||||
);
|
||||
|
||||
if (ticstilimpact == (3*TICRATE/2))
|
||||
{
|
||||
if (mobj->info->seesound)
|
||||
S_StartSound(mobj, mobj->info->seesound);
|
||||
}
|
||||
|
||||
mobj->angle += ANGLE_45;
|
||||
mobj->momz = -g;
|
||||
|
||||
if (mobj->angle == endangle + ANGLE_180)
|
||||
{
|
||||
if (ticstilimpact <= 8)
|
||||
{
|
||||
newskin = ((skin_t*)mobj->target->skin)-skins;
|
||||
newcolor = mobj->target->player->skincolor;
|
||||
}
|
||||
else
|
||||
{
|
||||
newskin = leveltime % numskins;
|
||||
newcolor = skins[newskin].prefcolor;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (mobj->movecount == 2)
|
||||
{
|
||||
if (mobj->angle != endangle)
|
||||
mobj->angle += ANGLE_11hh;
|
||||
}
|
||||
|
||||
while (cur && !P_MobjWasRemoved(cur))
|
||||
{
|
||||
fixed_t amt = cur->extravalue1 * mobj->scale;
|
||||
angle_t dir = mobj->angle + (cur->extravalue2 * ANGLE_90);
|
||||
fixed_t z = mobj->z + (23*mobj->scale);
|
||||
|
||||
if (cur->state == &states[S_SIGN_FACE])
|
||||
{
|
||||
if (newcolor != SKINCOLOR_NONE)
|
||||
{
|
||||
cur->color = KartColor_Opposite[newcolor*2];
|
||||
cur->frame = states[S_SIGN_FACE].frame + KartColor_Opposite[newcolor*2+1];
|
||||
}
|
||||
}
|
||||
else if (cur->state == &states[S_PLAY_SIGN])
|
||||
{
|
||||
z += (5*mobj->scale);
|
||||
amt += 1;
|
||||
|
||||
if (newskin != -1)
|
||||
cur->skin = &skins[newskin];
|
||||
|
||||
if (newcolor != SKINCOLOR_NONE)
|
||||
cur->color = newcolor;
|
||||
}
|
||||
|
||||
P_TeleportMove(
|
||||
cur,
|
||||
mobj->x + FixedMul(amt, FINECOSINE(dir >> ANGLETOFINESHIFT)),
|
||||
mobj->y + FixedMul(amt, FINESINE(dir >> ANGLETOFINESHIFT)),
|
||||
z
|
||||
);
|
||||
cur->angle = dir + ANGLE_90;
|
||||
|
||||
cur = cur->hnext;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
|
@ -9310,13 +9536,9 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
break;
|
||||
case MT_BLUEFLAG:
|
||||
case MT_REDFLAG:
|
||||
{
|
||||
sector_t *sec2;
|
||||
sec2 = P_ThingOnSpecial3DFloor(mobj);
|
||||
if ((sec2 && GETSECSPECIAL(sec2->special, 4) == 2) || (GETSECSPECIAL(mobj->subsector->sector->special, 4) == 2))
|
||||
mobj->fuse = 1; // Return to base.
|
||||
break;
|
||||
}
|
||||
if (P_MobjTouchingSectorSpecial(mobj, 4, 2, false))
|
||||
mobj->fuse = 1; // Return to base.
|
||||
break;
|
||||
case MT_CANNONBALL:
|
||||
#ifdef FLOORSPLATS
|
||||
R_AddFloorSplat(mobj->tracer->subsector, mobj->tracer, "TARGET", mobj->tracer->x,
|
||||
|
|
@ -10390,17 +10612,21 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
|
|||
|
||||
static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
|
||||
{
|
||||
const mobjinfo_t *info = &mobjinfo[type];
|
||||
state_t *st;
|
||||
precipmobj_t *mobj = Z_Calloc(sizeof (*mobj), PU_LEVEL, NULL);
|
||||
fixed_t starting_floorz;
|
||||
|
||||
mobj->type = type;
|
||||
mobj->info = info;
|
||||
|
||||
mobj->x = x;
|
||||
mobj->y = y;
|
||||
mobj->flags = mobjinfo[type].flags;
|
||||
mobj->flags = info->flags;
|
||||
|
||||
// do not set the state with P_SetMobjState,
|
||||
// because action routines can not be called yet
|
||||
st = &states[mobjinfo[type].spawnstate];
|
||||
st = &states[info->spawnstate];
|
||||
|
||||
mobj->state = st;
|
||||
mobj->tics = st->tics;
|
||||
|
|
@ -10423,7 +10649,7 @@ static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype
|
|||
mobj->subsector->sector->ceilingheight;
|
||||
|
||||
mobj->z = z;
|
||||
mobj->momz = mobjinfo[type].speed;
|
||||
mobj->momz = info->speed;
|
||||
|
||||
mobj->thinker.function.acp1 = (actionf_p1)P_NullPrecipThinker;
|
||||
P_AddThinker(&mobj->thinker);
|
||||
|
|
@ -10440,21 +10666,6 @@ static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype
|
|||
return mobj;
|
||||
}
|
||||
|
||||
static inline precipmobj_t *P_SpawnRainMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
|
||||
{
|
||||
precipmobj_t *mo = P_SpawnPrecipMobj(x,y,z,type);
|
||||
mo->precipflags |= PCF_RAIN;
|
||||
//mo->thinker.function.acp1 = (actionf_p1)P_RainThinker;
|
||||
return mo;
|
||||
}
|
||||
|
||||
static inline precipmobj_t *P_SpawnSnowMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
|
||||
{
|
||||
precipmobj_t *mo = P_SpawnPrecipMobj(x,y,z,type);
|
||||
//mo->thinker.function.acp1 = (actionf_p1)P_SnowThinker;
|
||||
return mo;
|
||||
}
|
||||
|
||||
//
|
||||
// P_RemoveMobj
|
||||
//
|
||||
|
|
@ -10640,8 +10851,10 @@ consvar_t cv_suddendeath = {"suddendeath", "Off", CV_NETVAR|CV_CHEAT|CV_NOSHOWHE
|
|||
|
||||
void P_SpawnPrecipitation(void)
|
||||
{
|
||||
INT32 i, mrand;
|
||||
fixed_t basex, basey, x, y, height;
|
||||
INT32 i, j, k;
|
||||
mobjtype_t type = precipprops[curWeather].type;
|
||||
UINT8 randomstates = (UINT8)mobjinfo[type].damage;
|
||||
fixed_t basex, basey, x, y, z, height;
|
||||
subsector_t *precipsector = NULL;
|
||||
precipmobj_t *rainmo = NULL;
|
||||
|
||||
|
|
@ -10654,8 +10867,9 @@ void P_SpawnPrecipitation(void)
|
|||
basex = bmaporgx + (i % bmapwidth) * MAPBLOCKSIZE;
|
||||
basey = bmaporgy + (i / bmapwidth) * MAPBLOCKSIZE;
|
||||
|
||||
//for (j = 0; j < cv_precipdensity.value; ++j) -- density is 1 for kart always
|
||||
{
|
||||
UINT16 numparticles = 0;
|
||||
|
||||
x = basex + ((M_RandomKey(MAPBLOCKUNITS<<3)<<FRACBITS)>>3);
|
||||
y = basey + ((M_RandomKey(MAPBLOCKUNITS<<3)<<FRACBITS)>>3);
|
||||
|
||||
|
|
@ -10670,40 +10884,43 @@ void P_SpawnPrecipitation(void)
|
|||
if (precipsector->sector->ceilingpic != skyflatnum)
|
||||
continue;
|
||||
|
||||
height = precipsector->sector->ceilingheight - precipsector->sector->floorheight;
|
||||
|
||||
// Exists, but is too small for reasonable precipitation.
|
||||
if (!(precipsector->sector->floorheight <= precipsector->sector->ceilingheight - (32<<FRACBITS)))
|
||||
if (height < 64<<FRACBITS)
|
||||
continue;
|
||||
|
||||
// Don't set height yet...
|
||||
height = precipsector->sector->ceilingheight;
|
||||
// Hack around a quirk of this entire system, where taller sectors look like they get less precipitation.
|
||||
numparticles = 1 + (height / (MAPBLOCKUNITS<<4<<FRACBITS));
|
||||
|
||||
if (curWeather == PRECIP_SNOW)
|
||||
// Don't set z properly yet...
|
||||
z = precipsector->sector->ceilingheight;
|
||||
|
||||
for (j = 0; j < numparticles; j++)
|
||||
{
|
||||
rainmo = P_SpawnSnowMobj(x, y, height, MT_SNOWFLAKE);
|
||||
mrand = M_RandomByte();
|
||||
if (mrand < 64)
|
||||
P_SetPrecipMobjState(rainmo, S_SNOW3);
|
||||
else if (mrand < 144)
|
||||
P_SetPrecipMobjState(rainmo, S_SNOW2);
|
||||
rainmo = P_SpawnPrecipMobj(x, y, z, type);
|
||||
|
||||
if (randomstates > 0)
|
||||
{
|
||||
UINT8 mrand = M_RandomByte();
|
||||
UINT8 threshold = UINT8_MAX / (randomstates + 1);
|
||||
statenum_t st = mobjinfo[type].spawnstate;
|
||||
|
||||
for (k = 0; k < randomstates; k++)
|
||||
{
|
||||
if (mrand < (threshold * (k+1)))
|
||||
{
|
||||
P_SetPrecipMobjState(rainmo, st+k+1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Randomly assign a height, now that floorz is set.
|
||||
rainmo->z = M_RandomRange(rainmo->floorz>>FRACBITS, rainmo->ceilingz>>FRACBITS)<<FRACBITS;
|
||||
}
|
||||
else // everything else.
|
||||
rainmo = P_SpawnRainMobj(x, y, height, MT_RAIN);
|
||||
|
||||
// Randomly assign a height, now that floorz is set.
|
||||
rainmo->z = M_RandomRange(rainmo->floorz>>FRACBITS, rainmo->ceilingz>>FRACBITS)<<FRACBITS;
|
||||
}
|
||||
}
|
||||
|
||||
if (curWeather == PRECIP_BLANK)
|
||||
{
|
||||
curWeather = PRECIP_RAIN;
|
||||
P_SwitchWeather(PRECIP_BLANK);
|
||||
}
|
||||
else if (curWeather == PRECIP_STORM_NORAIN)
|
||||
{
|
||||
curWeather = PRECIP_RAIN;
|
||||
P_SwitchWeather(PRECIP_STORM_NORAIN);
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
|
|
@ -10715,47 +10932,38 @@ void P_PrecipitationEffects(void)
|
|||
INT32 volume;
|
||||
size_t i;
|
||||
|
||||
boolean sounds_rain = true;
|
||||
boolean sounds_thunder = true;
|
||||
boolean effects_lightning = true;
|
||||
INT32 rainsfx = mobjinfo[precipprops[curWeather].type].seesound;
|
||||
INT32 rainfreq = mobjinfo[precipprops[curWeather].type].mass;
|
||||
|
||||
boolean sounds_thunder = (precipprops[curWeather].effects & PRECIPFX_THUNDER);
|
||||
boolean effects_lightning = (precipprops[curWeather].effects & PRECIPFX_LIGHTNING);
|
||||
boolean lightningStrike = false;
|
||||
|
||||
// No thunder except every other tic.
|
||||
if (leveltime & 1);
|
||||
// Before, consistency failures were possible if a level started
|
||||
// with global rain and switched players to anything else ...
|
||||
// If the global weather has lightning strikes,
|
||||
// EVERYONE gets them at the SAME time!
|
||||
else if (globalweather == PRECIP_STORM
|
||||
|| globalweather == PRECIP_STORM_NORAIN)
|
||||
thunderchance = (P_RandomKey(8192));
|
||||
// But on the other hand, if the global weather is ANYTHING ELSE,
|
||||
// don't sync lightning strikes.
|
||||
// It doesn't matter whatever curWeather is, we'll only use
|
||||
// the variable if we care about it.
|
||||
else
|
||||
thunderchance = (M_RandomKey(8192));
|
||||
if (!(leveltime & 1))
|
||||
{
|
||||
if ((precipprops[globalweather].effects & PRECIPFX_THUNDER)
|
||||
|| (precipprops[globalweather].effects & PRECIPFX_LIGHTNING))
|
||||
{
|
||||
// Before, consistency failures were possible if a level started
|
||||
// with global rain and switched players to anything else ...
|
||||
// If the global weather has lightning strikes,
|
||||
// EVERYONE gets them at the SAME time!
|
||||
thunderchance = (P_RandomKey(8192));
|
||||
}
|
||||
else if (sounds_thunder || effects_lightning)
|
||||
{
|
||||
// But on the other hand, if the global weather is ANYTHING ELSE,
|
||||
// don't sync lightning strikes.
|
||||
// While we'll only use the variable if we care about it, it's
|
||||
// nice to save on RNG calls when we don't need it.
|
||||
thunderchance = (M_RandomKey(8192));
|
||||
}
|
||||
}
|
||||
|
||||
if (thunderchance < 70)
|
||||
lightningStrike = true;
|
||||
|
||||
switch (curWeather)
|
||||
{
|
||||
case PRECIP_RAIN: // no lightning or thunder whatsoever
|
||||
sounds_thunder = false;
|
||||
/* FALLTHRU */
|
||||
case PRECIP_STORM_NOSTRIKES: // no lightning strikes specifically
|
||||
effects_lightning = false;
|
||||
break;
|
||||
case PRECIP_STORM_NORAIN: // no rain, lightning and thunder allowed
|
||||
sounds_rain = false;
|
||||
case PRECIP_STORM: // everything.
|
||||
break;
|
||||
default:
|
||||
// Other weathers need not apply.
|
||||
return;
|
||||
}
|
||||
|
||||
// Currently thunderstorming with lightning, and we're sounding the thunder...
|
||||
// and where there's thunder, there's gotta be lightning!
|
||||
if (effects_lightning && lightningStrike)
|
||||
|
|
@ -10807,8 +11015,8 @@ void P_PrecipitationEffects(void)
|
|||
else if (volume > 255)
|
||||
volume = 255;
|
||||
|
||||
if (sounds_rain && (!leveltime || leveltime % 80 == 1))
|
||||
S_StartSoundAtVolume(players[displayplayers[0]].mo, sfx_rainin, volume);
|
||||
if (rainsfx != sfx_None && (!leveltime || leveltime % rainfreq == 1))
|
||||
S_StartSoundAtVolume(players[displayplayers[0]].mo, rainsfx, volume);
|
||||
|
||||
if (!sounds_thunder)
|
||||
return;
|
||||
|
|
|
|||
31
src/p_mobj.h
31
src/p_mobj.h
|
|
@ -253,25 +253,23 @@ typedef enum
|
|||
// PRECIPITATION flags ?! ?! ?!
|
||||
//
|
||||
typedef enum {
|
||||
// Don't draw.
|
||||
PCF_INVISIBLE = 1,
|
||||
// Above pit.
|
||||
PCF_PIT = 2,
|
||||
// Above FOF.
|
||||
PCF_FOF = 4,
|
||||
// Above MOVING FOF (this means we need to keep floorz up to date...)
|
||||
PCF_MOVINGFOF = 8,
|
||||
// Is rain.
|
||||
PCF_RAIN = 16,
|
||||
// Ran the thinker this tic.
|
||||
PCF_THUNK = 32,
|
||||
PCF_INVISIBLE = 1, // Don't draw.
|
||||
PCF_PIT = 1<<1, // Above pit.
|
||||
PCF_FOF = 1<<2, // Above FOF.
|
||||
PCF_MOVINGFOF = 1<<3, // Above MOVING FOF (this means we need to keep floorz up to date...)
|
||||
PCF_SPLASH = 1<<4, // Splashed on the ground, return to the ceiling after the animation's over
|
||||
PCF_THUNK = 1<<5, // Ran the thinker this tic.
|
||||
} precipflag_t;
|
||||
|
||||
// Map Object definition.
|
||||
typedef struct mobj_s
|
||||
{
|
||||
// List: thinker links.
|
||||
thinker_t thinker;
|
||||
|
||||
mobjtype_t type;
|
||||
const mobjinfo_t *info; // &mobjinfo[mobj->type]
|
||||
|
||||
// Info for drawing: position.
|
||||
fixed_t x, y, z;
|
||||
|
||||
|
|
@ -321,9 +319,6 @@ typedef struct mobj_s
|
|||
struct mobj_s *hnext;
|
||||
struct mobj_s *hprev;
|
||||
|
||||
mobjtype_t type;
|
||||
const mobjinfo_t *info; // &mobjinfo[mobj->type]
|
||||
|
||||
INT32 health; // for player this is rings + 1
|
||||
|
||||
// Movement direction, movement generation (zig-zagging).
|
||||
|
|
@ -395,6 +390,9 @@ typedef struct precipmobj_s
|
|||
// List: thinker links.
|
||||
thinker_t thinker;
|
||||
|
||||
mobjtype_t type;
|
||||
const mobjinfo_t *info; // &mobjinfo[mobj->type]
|
||||
|
||||
// Info for drawing: position.
|
||||
fixed_t x, y, z;
|
||||
|
||||
|
|
@ -462,8 +460,7 @@ void P_SpawnParaloop(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 numb
|
|||
boolean P_BossTargetPlayer(mobj_t *actor, boolean closest);
|
||||
boolean P_SupermanLook4Players(mobj_t *actor);
|
||||
void P_DestroyRobots(void);
|
||||
void P_SnowThinker(precipmobj_t *mobj);
|
||||
void P_RainThinker(precipmobj_t *mobj);
|
||||
void P_PrecipThinker(precipmobj_t *mobj);
|
||||
void P_NullPrecipThinker(precipmobj_t *mobj);
|
||||
void P_RemovePrecipMobj(precipmobj_t *mobj);
|
||||
void P_SetScale(mobj_t *mobj, fixed_t newscale);
|
||||
|
|
|
|||
|
|
@ -181,6 +181,8 @@ FUNCNORETURN static ATTRNORETURN void CorruptMapError(const char *msg)
|
|||
static void P_ClearSingleMapHeaderInfo(INT16 i)
|
||||
{
|
||||
const INT16 num = (INT16)(i-1);
|
||||
INT32 exists = (mapheaderinfo[num]->menuflags & LF2_EXISTSHACK);
|
||||
|
||||
DEH_WriteUndoline("LEVELNAME", mapheaderinfo[num]->lvlttl, UNDO_NONE);
|
||||
mapheaderinfo[num]->lvlttl[0] = '\0';
|
||||
DEH_WriteUndoline("SUBTITLE", mapheaderinfo[num]->subttl, UNDO_NONE);
|
||||
|
|
@ -246,7 +248,7 @@ static void P_ClearSingleMapHeaderInfo(INT16 i)
|
|||
DEH_WriteUndoline("LEVELFLAGS", va("%d", mapheaderinfo[num]->levelflags), UNDO_NONE);
|
||||
mapheaderinfo[num]->levelflags = 0;
|
||||
DEH_WriteUndoline("MENUFLAGS", va("%d", mapheaderinfo[num]->menuflags), UNDO_NONE);
|
||||
mapheaderinfo[num]->menuflags = (mainwads ? 0 : LF2_EXISTSHACK); // see p_setup.c - prevents replacing maps in addons with easier versions
|
||||
mapheaderinfo[num]->menuflags = exists; // see p_setup.c - prevents replacing maps in addons with easier versions
|
||||
// TODO grades support for delfile (pfft yeah right)
|
||||
P_DeleteGrades(num);
|
||||
// SRB2Kart
|
||||
|
|
|
|||
432
src/p_spec.c
432
src/p_spec.c
|
|
@ -2003,57 +2003,28 @@ void P_LinedefExecute(INT16 tag, mobj_t *actor, sector_t *caller)
|
|||
//
|
||||
// Switches the weather!
|
||||
//
|
||||
void P_SwitchWeather(INT32 weathernum)
|
||||
void P_SwitchWeather(UINT8 newWeather)
|
||||
{
|
||||
boolean purge = false;
|
||||
INT32 swap = 0;
|
||||
mobjtype_t swap = MT_NULL;
|
||||
|
||||
switch (weathernum)
|
||||
if (precipprops[newWeather].type == MT_NULL)
|
||||
{
|
||||
case PRECIP_NONE: // None
|
||||
if (curWeather == PRECIP_NONE)
|
||||
return; // Nothing to do.
|
||||
purge = true;
|
||||
break;
|
||||
case PRECIP_STORM: // Storm
|
||||
case PRECIP_STORM_NOSTRIKES: // Storm w/ no lightning
|
||||
case PRECIP_RAIN: // Rain
|
||||
if (curWeather == PRECIP_SNOW || curWeather == PRECIP_BLANK || curWeather == PRECIP_STORM_NORAIN)
|
||||
swap = PRECIP_RAIN;
|
||||
break;
|
||||
case PRECIP_SNOW: // Snow
|
||||
if (curWeather == PRECIP_SNOW)
|
||||
return; // Nothing to do.
|
||||
if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES || curWeather == PRECIP_BLANK || curWeather == PRECIP_STORM_NORAIN)
|
||||
swap = PRECIP_SNOW; // Need to delete the other precips.
|
||||
break;
|
||||
case PRECIP_STORM_NORAIN: // Storm w/o rain
|
||||
if (curWeather == PRECIP_SNOW
|
||||
|| curWeather == PRECIP_STORM
|
||||
|| curWeather == PRECIP_STORM_NOSTRIKES
|
||||
|| curWeather == PRECIP_RAIN
|
||||
|| curWeather == PRECIP_BLANK)
|
||||
swap = PRECIP_STORM_NORAIN;
|
||||
else if (curWeather == PRECIP_STORM_NORAIN)
|
||||
return;
|
||||
break;
|
||||
case PRECIP_BLANK:
|
||||
if (curWeather == PRECIP_SNOW
|
||||
|| curWeather == PRECIP_STORM
|
||||
|| curWeather == PRECIP_STORM_NOSTRIKES
|
||||
|| curWeather == PRECIP_RAIN)
|
||||
swap = PRECIP_BLANK;
|
||||
else if (curWeather == PRECIP_STORM_NORAIN)
|
||||
swap = PRECIP_BLANK;
|
||||
else if (curWeather == PRECIP_BLANK)
|
||||
return;
|
||||
break;
|
||||
default:
|
||||
CONS_Debug(DBG_GAMELOGIC, "P_SwitchWeather: Unknown weather type %d.\n", weathernum);
|
||||
break;
|
||||
// New type is null, we want to purge the weather.
|
||||
if (precipprops[curWeather].type == MT_NULL)
|
||||
return; // Nothing to do.
|
||||
purge = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (precipprops[curWeather].type != MT_NULL)
|
||||
{
|
||||
// There are already existing weather particles to reuse.
|
||||
swap = precipprops[newWeather].type;
|
||||
}
|
||||
}
|
||||
|
||||
if (purge)
|
||||
if (purge == true)
|
||||
{
|
||||
thinker_t *think;
|
||||
precipmobj_t *precipmobj;
|
||||
|
|
@ -2068,136 +2039,54 @@ void P_SwitchWeather(INT32 weathernum)
|
|||
P_RemovePrecipMobj(precipmobj);
|
||||
}
|
||||
}
|
||||
else if (swap && !((swap == PRECIP_BLANK && curWeather == PRECIP_STORM_NORAIN) || (swap == PRECIP_STORM_NORAIN && curWeather == PRECIP_BLANK))) // Rather than respawn all that crap, reuse it!
|
||||
else if (swap != MT_NULL) // Rather than respawn all that crap, reuse it!
|
||||
{
|
||||
UINT8 randomstates = (UINT8)mobjinfo[swap].damage;
|
||||
thinker_t *think;
|
||||
precipmobj_t *precipmobj;
|
||||
state_t *st;
|
||||
statenum_t st;
|
||||
|
||||
for (think = thinkercap.next; think != &thinkercap; think = think->next)
|
||||
{
|
||||
if (think->function.acp1 != (actionf_p1)P_NullPrecipThinker)
|
||||
continue; // not a precipmobj thinker
|
||||
|
||||
precipmobj = (precipmobj_t *)think;
|
||||
|
||||
if (swap == PRECIP_RAIN) // Snow To Rain
|
||||
precipmobj->flags = mobjinfo[swap].flags;
|
||||
|
||||
st = mobjinfo[swap].spawnstate;
|
||||
|
||||
if (randomstates > 0)
|
||||
{
|
||||
precipmobj->flags = mobjinfo[MT_RAIN].flags;
|
||||
st = &states[mobjinfo[MT_RAIN].spawnstate];
|
||||
precipmobj->state = st;
|
||||
precipmobj->tics = st->tics;
|
||||
precipmobj->sprite = st->sprite;
|
||||
precipmobj->frame = st->frame;
|
||||
precipmobj->momz = mobjinfo[MT_RAIN].speed;
|
||||
UINT8 mrand = M_RandomByte();
|
||||
UINT8 threshold = UINT8_MAX / (randomstates + 1);
|
||||
UINT8 i;
|
||||
|
||||
precipmobj->precipflags &= ~PCF_INVISIBLE;
|
||||
|
||||
precipmobj->precipflags |= PCF_RAIN;
|
||||
//think->function.acp1 = (actionf_p1)P_RainThinker;
|
||||
for (i = 0; i < randomstates; i++)
|
||||
{
|
||||
if (mrand < (threshold * (i+1)))
|
||||
{
|
||||
st += i+1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (swap == PRECIP_SNOW) // Rain To Snow
|
||||
{
|
||||
INT32 z;
|
||||
|
||||
precipmobj->flags = mobjinfo[MT_SNOWFLAKE].flags;
|
||||
z = M_RandomByte();
|
||||
precipmobj->state = &states[st];
|
||||
precipmobj->tics = precipmobj->state->tics;
|
||||
precipmobj->sprite = precipmobj->state->sprite;
|
||||
precipmobj->frame = precipmobj->state->frame;
|
||||
|
||||
if (z < 64)
|
||||
z = 2;
|
||||
else if (z < 144)
|
||||
z = 1;
|
||||
else
|
||||
z = 0;
|
||||
|
||||
st = &states[mobjinfo[MT_SNOWFLAKE].spawnstate+z];
|
||||
precipmobj->state = st;
|
||||
precipmobj->tics = st->tics;
|
||||
precipmobj->sprite = st->sprite;
|
||||
precipmobj->frame = st->frame;
|
||||
precipmobj->momz = mobjinfo[MT_SNOWFLAKE].speed;
|
||||
|
||||
precipmobj->precipflags &= ~(PCF_INVISIBLE|PCF_RAIN);
|
||||
|
||||
//think->function.acp1 = (actionf_p1)P_SnowThinker;
|
||||
}
|
||||
else if (swap == PRECIP_BLANK || swap == PRECIP_STORM_NORAIN) // Remove precip, but keep it around for reuse.
|
||||
{
|
||||
//think->function.acp1 = (actionf_p1)P_NullPrecipThinker;
|
||||
|
||||
precipmobj->precipflags |= PCF_INVISIBLE;
|
||||
}
|
||||
precipmobj->momz = mobjinfo[swap].speed;
|
||||
precipmobj->precipflags &= ~PCF_INVISIBLE;
|
||||
}
|
||||
}
|
||||
|
||||
switch (weathernum)
|
||||
{
|
||||
case PRECIP_SNOW: // snow
|
||||
curWeather = PRECIP_SNOW;
|
||||
curWeather = newWeather;
|
||||
|
||||
if (!swap)
|
||||
P_SpawnPrecipitation();
|
||||
|
||||
break;
|
||||
case PRECIP_RAIN: // rain
|
||||
{
|
||||
boolean dontspawn = false;
|
||||
|
||||
if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES)
|
||||
dontspawn = true;
|
||||
|
||||
curWeather = PRECIP_RAIN;
|
||||
|
||||
if (!dontspawn && !swap)
|
||||
P_SpawnPrecipitation();
|
||||
|
||||
break;
|
||||
}
|
||||
case PRECIP_STORM: // storm
|
||||
{
|
||||
boolean dontspawn = false;
|
||||
|
||||
if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES)
|
||||
dontspawn = true;
|
||||
|
||||
curWeather = PRECIP_STORM;
|
||||
|
||||
if (!dontspawn && !swap)
|
||||
P_SpawnPrecipitation();
|
||||
|
||||
break;
|
||||
}
|
||||
case PRECIP_STORM_NOSTRIKES: // storm w/o lightning
|
||||
{
|
||||
boolean dontspawn = false;
|
||||
|
||||
if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES)
|
||||
dontspawn = true;
|
||||
|
||||
curWeather = PRECIP_STORM_NOSTRIKES;
|
||||
|
||||
if (!dontspawn && !swap)
|
||||
P_SpawnPrecipitation();
|
||||
|
||||
break;
|
||||
}
|
||||
case PRECIP_STORM_NORAIN: // storm w/o rain
|
||||
curWeather = PRECIP_STORM_NORAIN;
|
||||
|
||||
if (!swap)
|
||||
P_SpawnPrecipitation();
|
||||
|
||||
break;
|
||||
case PRECIP_BLANK:
|
||||
curWeather = PRECIP_BLANK;
|
||||
|
||||
if (!swap)
|
||||
P_SpawnPrecipitation();
|
||||
|
||||
break;
|
||||
default:
|
||||
curWeather = PRECIP_NONE;
|
||||
break;
|
||||
}
|
||||
if (swap == MT_NULL && precipprops[newWeather].type != MT_NULL)
|
||||
P_SpawnPrecipitation();
|
||||
}
|
||||
|
||||
/** Gets an object.
|
||||
|
|
@ -3232,6 +3121,76 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
|
|||
}
|
||||
}
|
||||
|
||||
static void P_SetupSignObject(mobj_t *sign, mobj_t *pmo)
|
||||
{
|
||||
mobj_t *cur = sign, *prev = NULL;
|
||||
|
||||
// Setup the sign itself
|
||||
P_SetTarget(&sign->target, pmo);
|
||||
P_SetMobjState(sign, S_SIGN_POLE);
|
||||
|
||||
sign->movefactor = sign->z;
|
||||
sign->z += (768*sign->scale) * P_MobjFlip(sign);
|
||||
sign->movecount = 1;
|
||||
sign->extravalue1 = AngleFixed(sign->angle) >> FRACBITS;
|
||||
|
||||
// Setup the overlay pieces
|
||||
// Front
|
||||
cur->hnext = P_SpawnMobj(sign->x, sign->y, sign->z, MT_SIGN_PIECE);
|
||||
P_SetTarget(&cur->hnext->target, sign);
|
||||
P_SetMobjState(cur->hnext, S_SIGN_FACE);
|
||||
cur->hnext->extravalue1 = 6;
|
||||
cur->hnext->extravalue2 = 0;
|
||||
|
||||
prev = cur;
|
||||
cur = cur->hnext;
|
||||
cur->hprev = prev;
|
||||
|
||||
// Player icon
|
||||
cur->hnext = P_SpawnMobj(sign->x, sign->y, sign->z, MT_SIGN_PIECE);
|
||||
P_SetTarget(&cur->hnext->target, sign);
|
||||
cur->hnext->skin = pmo->skin;
|
||||
P_SetMobjState(cur->hnext, S_PLAY_SIGN);
|
||||
cur->hnext->extravalue1 = 7;
|
||||
cur->hnext->extravalue2 = 0;
|
||||
|
||||
prev = cur;
|
||||
cur = cur->hnext;
|
||||
cur->hprev = prev;
|
||||
|
||||
// Back
|
||||
cur->hnext = P_SpawnMobj(sign->x, sign->y, sign->z, MT_SIGN_PIECE);
|
||||
P_SetTarget(&cur->hnext->target, sign);
|
||||
P_SetMobjState(cur->hnext, S_SIGN_BACK);
|
||||
cur->hnext->extravalue1 = 6;
|
||||
cur->hnext->extravalue2 = 2;
|
||||
|
||||
prev = cur;
|
||||
cur = cur->hnext;
|
||||
cur->hprev = prev;
|
||||
|
||||
// Sides
|
||||
cur->hnext = P_SpawnMobj(sign->x, sign->y, sign->z, MT_SIGN_PIECE);
|
||||
P_SetTarget(&cur->hnext->target, sign);
|
||||
P_SetMobjState(cur->hnext, S_SIGN_SIDE);
|
||||
cur->hnext->extravalue1 = 30;
|
||||
cur->hnext->extravalue2 = 1;
|
||||
|
||||
prev = cur;
|
||||
cur = cur->hnext;
|
||||
cur->hprev = prev;
|
||||
|
||||
cur->hnext = P_SpawnMobj(sign->x, sign->y, sign->z, MT_SIGN_PIECE);
|
||||
P_SetTarget(&cur->hnext->target, sign);
|
||||
P_SetMobjState(cur->hnext, S_SIGN_SIDE);
|
||||
cur->hnext->extravalue1 = 30;
|
||||
cur->hnext->extravalue2 = 3;
|
||||
|
||||
prev = cur;
|
||||
cur = cur->hnext;
|
||||
cur->hprev = prev;
|
||||
}
|
||||
|
||||
//
|
||||
// P_SetupSignExit
|
||||
//
|
||||
|
|
@ -3257,13 +3216,7 @@ void P_SetupSignExit(player_t *player)
|
|||
if (thing->state != &states[thing->info->spawnstate])
|
||||
continue;
|
||||
|
||||
P_SetTarget(&thing->target, player->mo);
|
||||
P_SetMobjState(thing, S_SIGN1);
|
||||
|
||||
// SRB2Kart: Set sign spinning variables
|
||||
thing->movefactor = thing->z;
|
||||
thing->z += (768*thing->scale) * P_MobjFlip(thing);
|
||||
thing->movecount = 1;
|
||||
P_SetupSignObject(thing, player->mo);
|
||||
|
||||
++numfound;
|
||||
}
|
||||
|
|
@ -3285,14 +3238,7 @@ void P_SetupSignExit(player_t *player)
|
|||
if (thing->state != &states[thing->info->spawnstate])
|
||||
continue;
|
||||
|
||||
P_SetTarget(&thing->target, player->mo);
|
||||
P_SetMobjState(thing, S_SIGN1);
|
||||
|
||||
// SRB2Kart: Set sign spinning variables
|
||||
thing->movefactor = thing->z;
|
||||
thing->z += (768*thing->scale) * P_MobjFlip(thing);
|
||||
thing->movecount = 1;
|
||||
|
||||
P_SetupSignObject(thing, player->mo);
|
||||
++numfound;
|
||||
}
|
||||
|
||||
|
|
@ -3300,14 +3246,11 @@ void P_SetupSignExit(player_t *player)
|
|||
return;
|
||||
|
||||
// SRB2Kart: FINALLY, add in an alternative if no place is found
|
||||
if (player->mo)
|
||||
if (player->mo && !P_MobjWasRemoved(player->mo))
|
||||
{
|
||||
mobj_t *sign = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + (768*mapobjectscale), MT_SIGN);
|
||||
|
||||
P_SetTarget(&sign->target, player->mo);
|
||||
P_SetMobjState(sign, S_SIGN1);
|
||||
sign->movefactor = player->mo->floorz;
|
||||
sign->movecount = 1;
|
||||
thing = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->floorz, MT_SIGN);
|
||||
thing->angle = player->mo->angle;
|
||||
P_SetupSignObject(thing, player->mo);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -3361,7 +3304,7 @@ boolean P_IsFlagAtBase(mobjtype_t flag)
|
|||
}
|
||||
|
||||
//
|
||||
// P_PlayerTouchingSectorSpecial
|
||||
// P_MobjTouchingSectorSpecial
|
||||
//
|
||||
// Replaces the old player->specialsector.
|
||||
// This allows a player to touch more than
|
||||
|
|
@ -3371,60 +3314,86 @@ boolean P_IsFlagAtBase(mobjtype_t flag)
|
|||
// the particular type that it finds.
|
||||
// Returns NULL if it doesn't find it.
|
||||
//
|
||||
sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 number)
|
||||
// Sal: Couldn't see a reason for this to
|
||||
// be a player_t only function.
|
||||
//
|
||||
sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number, boolean touchground)
|
||||
{
|
||||
fixed_t topheight, bottomheight;
|
||||
msecnode_t *node;
|
||||
ffloor_t *rover;
|
||||
|
||||
if (!player->mo)
|
||||
if (!mo)
|
||||
return NULL;
|
||||
|
||||
// Check default case first
|
||||
if (GETSECSPECIAL(player->mo->subsector->sector->special, section) == number)
|
||||
return player->mo->subsector->sector;
|
||||
if (GETSECSPECIAL(mo->subsector->sector->special, section) == number)
|
||||
{
|
||||
if (touchground)
|
||||
{
|
||||
topheight = P_GetSpecialTopZ(mo, mo->subsector->sector, mo->subsector->sector);
|
||||
bottomheight = P_GetSpecialBottomZ(mo, mo->subsector->sector, mo->subsector->sector);
|
||||
|
||||
// Thing must be on top of the floor to be affected...
|
||||
if (mo->subsector->sector->flags & SF_FLIPSPECIAL_FLOOR)
|
||||
{
|
||||
if (!(mo->eflags & MFE_VERTICALFLIP) && mo->z <= bottomheight)
|
||||
return mo->subsector->sector;
|
||||
}
|
||||
|
||||
if (mo->subsector->sector->flags & SF_FLIPSPECIAL_CEILING)
|
||||
{
|
||||
if ((mo->eflags & MFE_VERTICALFLIP) && mo->z + mo->height >= topheight)
|
||||
return mo->subsector->sector;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return mo->subsector->sector;
|
||||
}
|
||||
}
|
||||
|
||||
// Hmm.. maybe there's a FOF that has it...
|
||||
for (rover = player->mo->subsector->sector->ffloors; rover; rover = rover->next)
|
||||
for (rover = mo->subsector->sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
if (GETSECSPECIAL(rover->master->frontsector->special, section) != number)
|
||||
continue;
|
||||
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
|
||||
bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
|
||||
topheight = P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector);
|
||||
bottomheight = P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector);
|
||||
|
||||
// Check the 3D floor's type...
|
||||
if (rover->flags & FF_BLOCKPLAYER)
|
||||
if (((rover->flags & FF_BLOCKPLAYER) && mo->player)
|
||||
|| ((rover->flags & FF_BLOCKOTHERS) && !mo->player))
|
||||
{
|
||||
// Thing must be on top of the floor to be affected...
|
||||
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
|
||||
{
|
||||
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight)
|
||||
if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != topheight)
|
||||
continue;
|
||||
}
|
||||
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
|
||||
{
|
||||
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|
||||
|| player->mo->z + player->mo->height != bottomheight)
|
||||
if (!(mo->eflags & MFE_VERTICALFLIP)
|
||||
|| mo->z + mo->height != bottomheight)
|
||||
continue;
|
||||
}
|
||||
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
|
||||
{
|
||||
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight)
|
||||
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight)))
|
||||
if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == bottomheight)
|
||||
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == topheight)))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Water and DEATH FOG!!! heh
|
||||
if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight)
|
||||
if (mo->z > topheight || (mo->z + mo->height) < bottomheight)
|
||||
continue;
|
||||
}
|
||||
|
||||
|
|
@ -3432,64 +3401,86 @@ sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 n
|
|||
return rover->master->frontsector;
|
||||
}
|
||||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (GETSECSPECIAL(node->m_sector->special, section) == number)
|
||||
{
|
||||
// This sector has the special we're looking for, but
|
||||
// are we allowed to touch it?
|
||||
if (node->m_sector == player->mo->subsector->sector
|
||||
if (node->m_sector == mo->subsector->sector
|
||||
|| (node->m_sector->flags & SF_TRIGGERSPECIAL_TOUCH))
|
||||
return node->m_sector;
|
||||
{
|
||||
if (touchground)
|
||||
{
|
||||
topheight = P_GetSpecialTopZ(mo, node->m_sector, node->m_sector);
|
||||
bottomheight = P_GetSpecialBottomZ(mo, node->m_sector, node->m_sector);
|
||||
|
||||
// Thing must be on top of the floor to be affected...
|
||||
if (node->m_sector->flags & SF_FLIPSPECIAL_FLOOR)
|
||||
{
|
||||
if (!(mo->eflags & MFE_VERTICALFLIP) && mo->z <= bottomheight)
|
||||
return node->m_sector;
|
||||
}
|
||||
|
||||
if (node->m_sector->flags & SF_FLIPSPECIAL_CEILING)
|
||||
{
|
||||
if ((mo->eflags & MFE_VERTICALFLIP) && mo->z + mo->height >= topheight)
|
||||
return node->m_sector;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return node->m_sector;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Hmm.. maybe there's a FOF that has it...
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
if (GETSECSPECIAL(rover->master->frontsector->special, section) != number)
|
||||
continue;
|
||||
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
|
||||
bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
|
||||
topheight = P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector);
|
||||
bottomheight = P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector);
|
||||
|
||||
// Check the 3D floor's type...
|
||||
if (rover->flags & FF_BLOCKPLAYER)
|
||||
if (((rover->flags & FF_BLOCKPLAYER) && mo->player)
|
||||
|| ((rover->flags & FF_BLOCKOTHERS) && !mo->player))
|
||||
{
|
||||
// Thing must be on top of the floor to be affected...
|
||||
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
|
||||
{
|
||||
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight)
|
||||
if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != topheight)
|
||||
continue;
|
||||
}
|
||||
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
|
||||
{
|
||||
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|
||||
|| player->mo->z + player->mo->height != bottomheight)
|
||||
if (!(mo->eflags & MFE_VERTICALFLIP)
|
||||
|| mo->z + mo->height != bottomheight)
|
||||
continue;
|
||||
}
|
||||
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
|
||||
{
|
||||
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight)
|
||||
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight)))
|
||||
if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == bottomheight)
|
||||
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == topheight)))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Water and DEATH FOG!!! heh
|
||||
if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight)
|
||||
if (mo->z > topheight || (mo->z + mo->height) < bottomheight)
|
||||
continue;
|
||||
}
|
||||
|
||||
// This FOF has the special we're looking for, but are we allowed to touch it?
|
||||
if (node->m_sector == player->mo->subsector->sector
|
||||
if (node->m_sector == mo->subsector->sector
|
||||
|| (rover->master->frontsector->flags & SF_TRIGGERSPECIAL_TOUCH))
|
||||
return rover->master->frontsector;
|
||||
}
|
||||
|
|
@ -5672,25 +5663,10 @@ void P_InitSpecials(void)
|
|||
|
||||
CheckForBustableBlocks = CheckForBouncySector = CheckForQuicksand = CheckForMarioBlocks = CheckForFloatBob = CheckForReverseGravity = false;
|
||||
|
||||
// Set curWeather
|
||||
switch (mapheaderinfo[gamemap-1]->weather)
|
||||
{
|
||||
case PRECIP_SNOW: // snow
|
||||
case PRECIP_RAIN: // rain
|
||||
case PRECIP_STORM: // storm
|
||||
case PRECIP_STORM_NORAIN: // storm w/o rain
|
||||
case PRECIP_STORM_NOSTRIKES: // storm w/o lightning
|
||||
curWeather = mapheaderinfo[gamemap-1]->weather;
|
||||
break;
|
||||
default: // blank/none
|
||||
curWeather = PRECIP_NONE;
|
||||
break;
|
||||
}
|
||||
// Set weather
|
||||
curWeather = globalweather = mapheaderinfo[gamemap-1]->weather;
|
||||
|
||||
// Set globalweather
|
||||
globalweather = mapheaderinfo[gamemap-1]->weather;
|
||||
|
||||
P_InitTagLists(); // Create xref tables for tags
|
||||
P_InitTagLists(); // Create xref tables for tags
|
||||
}
|
||||
|
||||
/** After the map has loaded, scans for specials that spawn 3Dfloors and
|
||||
|
|
|
|||
|
|
@ -37,7 +37,7 @@ void P_SpawnSpecials(INT32 fromnetsave);
|
|||
|
||||
// every tic
|
||||
void P_UpdateSpecials(void);
|
||||
sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 number);
|
||||
sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number, boolean touchground);
|
||||
void P_PlayerInSpecialSector(player_t *player);
|
||||
void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *roversector);
|
||||
|
||||
|
|
@ -59,7 +59,7 @@ INT32 P_FindMinSurroundingLight(sector_t *sector, INT32 max);
|
|||
void P_SetupSignExit(player_t *player);
|
||||
boolean P_IsFlagAtBase(mobjtype_t flag);
|
||||
|
||||
void P_SwitchWeather(INT32 weathernum);
|
||||
void P_SwitchWeather(UINT8 newWeather);
|
||||
|
||||
boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller);
|
||||
void P_LinedefExecute(INT16 tag, mobj_t *actor, sector_t *caller);
|
||||
|
|
|
|||
10
src/p_tick.c
10
src/p_tick.c
|
|
@ -58,8 +58,6 @@ void Command_Numthinkers_f(void)
|
|||
CONS_Printf(M_GetText("numthinkers <#>: Count number of thinkers\n"));
|
||||
CONS_Printf(
|
||||
"\t1: P_MobjThinker\n"
|
||||
/*"\t2: P_RainThinker\n"
|
||||
"\t3: P_SnowThinker\n"*/
|
||||
"\t2: P_NullPrecipThinker\n"
|
||||
"\t3: T_Friction\n"
|
||||
"\t4: T_Pusher\n"
|
||||
|
|
@ -75,14 +73,6 @@ void Command_Numthinkers_f(void)
|
|||
action = (actionf_p1)P_MobjThinker;
|
||||
CONS_Printf(M_GetText("Number of %s: "), "P_MobjThinker");
|
||||
break;
|
||||
/*case 2:
|
||||
action = (actionf_p1)P_RainThinker;
|
||||
CONS_Printf(M_GetText("Number of %s: "), "P_RainThinker");
|
||||
break;
|
||||
case 3:
|
||||
action = (actionf_p1)P_SnowThinker;
|
||||
CONS_Printf(M_GetText("Number of %s: "), "P_SnowThinker");
|
||||
break;*/
|
||||
case 2:
|
||||
action = (actionf_p1)P_NullPrecipThinker;
|
||||
CONS_Printf(M_GetText("Number of %s: "), "P_NullPrecipThinker");
|
||||
|
|
|
|||
|
|
@ -1988,14 +1988,10 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
|
|||
// okay, we can't return now except for vertical clipping... this is a hack, but weather isn't networked, so it should be ok
|
||||
if (!(thing->precipflags & PCF_THUNK))
|
||||
{
|
||||
if (thing->precipflags & PCF_RAIN)
|
||||
P_RainThinker(thing);
|
||||
else
|
||||
P_SnowThinker(thing);
|
||||
P_PrecipThinker(thing);
|
||||
thing->precipflags |= PCF_THUNK;
|
||||
}
|
||||
|
||||
|
||||
//SoM: 3/17/2000: Disregard sprites that are out of view..
|
||||
gzt = thing->z + spritecachedinfo[lump].topoffset;
|
||||
gz = gzt - spritecachedinfo[lump].height;
|
||||
|
|
|
|||
|
|
@ -1382,8 +1382,11 @@ void I_FinishUpdate(void)
|
|||
if (cv_ticrate.value)
|
||||
SCR_DisplayTicRate();
|
||||
|
||||
if (cv_showping.value && netgame && consoleplayer != serverplayer)
|
||||
if (cv_showping.value && netgame &&
|
||||
( consoleplayer != serverplayer || ! server_lagless ))
|
||||
{
|
||||
SCR_DisplayLocalPing();
|
||||
}
|
||||
}
|
||||
|
||||
if (rendermode == render_soft && screens[0])
|
||||
|
|
|
|||
|
|
@ -435,6 +435,7 @@ void Y_IntermissionDrawer(void)
|
|||
INT32 y = 41, gutter = ((data.match.numplayers > NUMFORNEWCOLUMN) ? 0 : (BASEVIDWIDTH/2));
|
||||
INT32 dupadjust = (vid.width/vid.dupx), duptweak = (dupadjust - BASEVIDWIDTH)/2;
|
||||
const char *timeheader;
|
||||
int y2;
|
||||
|
||||
if (data.match.rankingsmode)
|
||||
timeheader = "PWR.LV";
|
||||
|
|
@ -492,10 +493,41 @@ void Y_IntermissionDrawer(void)
|
|||
|
||||
STRBUFCPY(strtime, data.match.name[i]);
|
||||
|
||||
y2 = y;
|
||||
|
||||
if (data.match.num[i] == 0 && server_lagless)
|
||||
{
|
||||
static int alagles_timer = 0;
|
||||
patch_t *alagles;
|
||||
|
||||
y2 = ( y - 4 );
|
||||
|
||||
V_DrawScaledPatch(x + 36, y2, 0, W_CachePatchName(va("BLAGLES%d", (intertic / 3) % 6), PU_CACHE));
|
||||
// every 70 tics
|
||||
if (( leveltime % 70 ) == 0)
|
||||
{
|
||||
alagles_timer = 9;
|
||||
}
|
||||
if (alagles_timer > 0)
|
||||
{
|
||||
alagles = W_CachePatchName(va("ALAGLES%d", alagles_timer), PU_CACHE);
|
||||
V_DrawScaledPatch(x + 36, y2, 0, alagles);
|
||||
if (( leveltime % 2 ) == 0)
|
||||
alagles_timer--;
|
||||
}
|
||||
else
|
||||
{
|
||||
alagles = W_CachePatchName("ALAGLES0", PU_CACHE);
|
||||
V_DrawScaledPatch(x + 36, y2, 0, alagles);
|
||||
}
|
||||
|
||||
y2 += SHORT (alagles->height) + 1;
|
||||
}
|
||||
|
||||
if (data.match.numplayers > NUMFORNEWCOLUMN)
|
||||
V_DrawThinString(x+36, y-1, ((data.match.num[i] == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE|V_6WIDTHSPACE, strtime);
|
||||
V_DrawThinString(x+36, y2-1, ((data.match.num[i] == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE|V_6WIDTHSPACE, strtime);
|
||||
else
|
||||
V_DrawString(x+36, y, ((data.match.num[i] == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE, strtime);
|
||||
V_DrawString(x+36, y2, ((data.match.num[i] == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE, strtime);
|
||||
|
||||
if (data.match.rankingsmode)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue