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https://github.com/KartKrewDev/RingRacers.git
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Merge branch 'the-scary-22-merge' into battle-rethink
This commit is contained in:
commit
48d8bb242a
5 changed files with 11 additions and 24 deletions
13
src/k_kart.c
13
src/k_kart.c
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@ -1199,7 +1199,7 @@ boolean K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2, boolean bounce, boolean sol
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{
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mobj1->player->kartstuff[k_wipeoutslow] = wipeoutslowtime+1;
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mobj1->player->kartstuff[k_spinouttimer] = max(wipeoutslowtime+1, mobj1->player->kartstuff[k_spinouttimer]);
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//mobj1->player->kartstuff[k_spinouttype] = 1; // Enforce type
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//mobj1->player->kartstuff[k_spinouttype] = KSPIN_WIPEOUT; // Enforce type
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}
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else if (mobj2->player // Player VS player bumping only
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&& (K_GetShieldFromItem(mobj1->player->kartstuff[k_itemtype]) == KSHIELD_NONE)) // Ignore for shields
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@ -1223,7 +1223,7 @@ boolean K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2, boolean bounce, boolean sol
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{
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mobj2->player->kartstuff[k_wipeoutslow] = wipeoutslowtime+1;
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mobj2->player->kartstuff[k_spinouttimer] = max(wipeoutslowtime+1, mobj2->player->kartstuff[k_spinouttimer]);
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//mobj2->player->kartstuff[k_spinouttype] = 1; // Enforce type
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//mobj2->player->kartstuff[k_spinouttype] = KSPIN_WIPEOUT; // Enforce type
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}
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else if (mobj1->player // Player VS player bumping only
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&& (K_GetShieldFromItem(mobj2->player->kartstuff[k_itemtype]) == KSHIELD_NONE)) // Ignore for shields
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@ -2580,7 +2580,7 @@ void K_DebtStingPlayer(player_t *player, mobj_t *source)
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length += (4 * (source->player->kartweight - player->kartweight));
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}
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player->kartstuff[k_spinouttype] = 2;
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player->kartstuff[k_spinouttype] = KSPIN_STUNG;
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player->kartstuff[k_spinouttimer] = length;
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player->kartstuff[k_wipeoutslow] = min(length-1, wipeoutslowtime+1);
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@ -5594,10 +5594,6 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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{
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player->powers[pw_flashing] = K_GetKartFlashing(player);
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}
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else if (player->powers[pw_flashing] >= K_GetKartFlashing(player))
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{
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player->powers[pw_flashing]--;
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}
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if (player->kartstuff[k_spinouttimer])
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{
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@ -5608,9 +5604,6 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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player->kartstuff[k_spinouttimer]--;
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if (player->kartstuff[k_wipeoutslow] > 1)
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player->kartstuff[k_wipeoutslow]--;
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// Actually, this caused more problems than it solved. Just make sure you set type before you spinout. Which K_SpinPlayer always does.
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/*if (player->kartstuff[k_spinouttimer] == 0)
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player->kartstuff[k_spinouttype] = 0;*/ // Reset type
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}
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}
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else
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@ -1283,7 +1283,6 @@ void Command_ObjectPlace_f(void)
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players[0].mo->color = op_oldcolor;
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// This is necessary for recovery of dying players.
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if (players[0].powers[pw_flashing] >= K_GetKartFlashing(&players[0]))
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players[0].powers[pw_flashing] = K_GetKartFlashing(&players[0]) - 1;
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players[0].powers[pw_flashing] = K_GetKartFlashing(&players[0]);
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}
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}
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@ -1922,12 +1922,12 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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if (P_IsDisplayPlayer(player))
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P_StartQuake(32<<FRACBITS, 5);
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K_SpinPlayer(player, inflictor, source, 1);
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K_SpinPlayer(player, inflictor, source, KSPIN_WIPEOUT);
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K_KartPainEnergyFling(player);
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break;
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case DMG_NORMAL:
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default:
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K_SpinPlayer(player, inflictor, source, 0);
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K_SpinPlayer(player, inflictor, source, KSPIN_SPINOUT);
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break;
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}
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@ -214,13 +214,6 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
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I_Error("P_SetPlayerMobjState used for non-player mobj. Use P_SetMobjState instead!\n(Mobj type: %d, State: %d)", mobj->type, state);
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#endif
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// You were in pain state after taking a hit, and you're moving out of pain state now?
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if (mobj->state == &states[mobj->info->painstate] && player->powers[pw_flashing] == K_GetKartFlashing(player) && state != mobj->info->painstate)
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{
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// Start flashing, since you've landed.
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player->powers[pw_flashing] = K_GetKartFlashing(player)-1;
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}
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// Set animation state
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// The pflags version of this was just as convoluted.
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switch(state)
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@ -10114,7 +10107,7 @@ 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] = flashingtics-1; // Babysitting deterrent
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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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@ -4486,8 +4486,8 @@ void P_PlayerThink(player_t *player)
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player->pflags &= ~PF_SPINDOWN;
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// IF PLAYER NOT HERE THEN FLASH END IF
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if (player->quittime && player->powers[pw_flashing] < flashingtics - 1 && !player->gotflag)
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player->powers[pw_flashing] = flashingtics - 1;
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if (player->quittime && player->powers[pw_flashing] < K_GetKartFlashing(player) && !player->gotflag)
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player->powers[pw_flashing] = K_GetKartFlashing(player);
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// Counters, time dependent power ups.
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// Time Bonus & Ring Bonus count settings
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@ -4495,7 +4495,9 @@ void P_PlayerThink(player_t *player)
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// Strength counts up to diminish fade.
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if (player->powers[pw_flashing] && player->powers[pw_flashing] < UINT16_MAX &&
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(player->spectator || !P_PlayerInPain(player)))
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{
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player->powers[pw_flashing]--;
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}
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if (player->powers[pw_nocontrol] & ((1<<15)-1) && player->powers[pw_nocontrol] < UINT16_MAX)
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{
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