Resolve #147 by making players not have flashingtics if they spawn before the end of the intro.

This commit is contained in:
toaster 2021-03-29 00:03:33 +01:00
parent 71cceaaf3c
commit 45c0e48e16
2 changed files with 3 additions and 3 deletions

View file

@ -10465,7 +10465,8 @@ void P_SpawnPlayer(INT32 playernum)
p->skincolor = skincolor_blueteam;
}
p->powers[pw_flashing] = K_GetKartFlashing(p); // Babysitting deterrent
if (leveltime >= introtime)
p->powers[pw_flashing] = K_GetKartFlashing(p); // Babysitting deterrent
mobj = P_SpawnMobj(0, 0, 0, MT_PLAYER);
(mobj->player = p)->mo = mobj;

View file

@ -4592,8 +4592,7 @@ void P_PlayerThink(player_t *player)
|| player->kartstuff[k_growshrinktimer] > 0 // Grow doesn't flash either.
|| (player->respawn.state != RESPAWNST_NONE) // Respawn timer (for drop dash effect)
|| (player->pflags & PF_GAMETYPEOVER) // NO CONTEST explosion
|| ((gametyperules & GTR_BUMPERS) && player->bumpers <= 0 && player->karmadelay)
|| leveltime < starttime)) // Level intro
|| ((gametyperules & GTR_BUMPERS) && player->bumpers <= 0 && player->karmadelay)))
{
if (player->powers[pw_flashing] > 0 && player->powers[pw_flashing] < K_GetKartFlashing(player)
&& (leveltime & 1))