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UCRP_FALLOFF, UCRP_TOUCHOFFROAD, UCRP_TOUCHSNEAKERPANEL, UCRP_RINGDEBT: Don't flag if it happens to the player after they exit
UCRP_FALLOFF, // Fall off (or don't) UCRP_TOUCHOFFROAD, // Touch offroad (or don't) UCRP_TOUCHSNEAKERPANEL, // Either touch sneaker panel (or don't) UCRP_RINGDEBT, // Go into debt (or don't)
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3 changed files with 9 additions and 2 deletions
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@ -1149,6 +1149,7 @@ static void K_UpdateOffroad(player_t *player)
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player->offroad = offroadstrength;
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if (player->roundconditions.touched_offroad == false
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&& !(player->exiting || (player->pflags & PF_NOCONTEST))
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&& player->offroad > (2*offroadstrength) / TICRATE)
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{
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player->roundconditions.touched_offroad = true;
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@ -6089,6 +6090,7 @@ void K_DoSneaker(player_t *player, INT32 type)
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const fixed_t intendedboost = FRACUNIT/2;
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if (player->roundconditions.touched_sneakerpanel == false
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&& !(player->exiting || (player->pflags & PF_NOCONTEST))
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&& player->floorboost != 0)
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{
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player->roundconditions.touched_sneakerpanel = true;
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@ -2377,6 +2377,8 @@ static boolean P_PlayerHitsPlayer(mobj_t *target, mobj_t *inflictor, mobj_t *sou
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static boolean P_KillPlayer(player_t *player, mobj_t *inflictor, mobj_t *source, UINT8 type)
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{
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const boolean beforeexit = !(player->exiting || (player->pflags & PF_NOCONTEST));
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if (type == DMG_SPECTATOR && (G_GametypeHasTeams() || G_GametypeHasSpectators()))
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{
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P_SetPlayerSpectator(player-players);
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@ -2424,7 +2426,8 @@ static boolean P_KillPlayer(player_t *player, mobj_t *inflictor, mobj_t *source,
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{
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case DMG_DEATHPIT:
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// Fell off the stage
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if (player->roundconditions.fell_off == false)
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if (player->roundconditions.fell_off == false
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&& beforeexit == false)
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{
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player->roundconditions.fell_off = true;
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player->roundconditions.checkthisframe = true;
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@ -519,7 +519,9 @@ INT32 P_GivePlayerRings(player_t *player, INT32 num_rings)
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player->rings += num_rings;
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if (player->roundconditions.debt_rings == false && player->rings < 0)
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if (player->roundconditions.debt_rings == false
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&& !(player->exiting || (player->pflags & PF_NOCONTEST))
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&& player->rings < 0)
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{
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player->roundconditions.debt_rings = true;
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player->roundconditions.checkthisframe = true;
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