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Resolve #147 by making players not have flashingtics if they spawn before the end of the intro.
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2 changed files with 3 additions and 3 deletions
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@ -10465,7 +10465,8 @@ void P_SpawnPlayer(INT32 playernum)
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p->skincolor = skincolor_blueteam;
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}
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p->powers[pw_flashing] = K_GetKartFlashing(p); // Babysitting deterrent
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if (leveltime >= introtime)
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p->powers[pw_flashing] = K_GetKartFlashing(p); // Babysitting deterrent
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mobj = P_SpawnMobj(0, 0, 0, MT_PLAYER);
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(mobj->player = p)->mo = mobj;
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@ -4592,8 +4592,7 @@ void P_PlayerThink(player_t *player)
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|| player->kartstuff[k_growshrinktimer] > 0 // Grow doesn't flash either.
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|| (player->respawn.state != RESPAWNST_NONE) // Respawn timer (for drop dash effect)
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|| (player->pflags & PF_GAMETYPEOVER) // NO CONTEST explosion
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|| ((gametyperules & GTR_BUMPERS) && player->bumpers <= 0 && player->karmadelay)
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|| leveltime < starttime)) // Level intro
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|| ((gametyperules & GTR_BUMPERS) && player->bumpers <= 0 && player->karmadelay)))
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{
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if (player->powers[pw_flashing] > 0 && player->powers[pw_flashing] < K_GetKartFlashing(player)
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&& (leveltime & 1))
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