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https://github.com/KartKrewDev/RingRacers.git
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Heavy as shit now
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1 changed files with 5 additions and 13 deletions
18
src/k_kart.c
18
src/k_kart.c
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@ -1459,7 +1459,9 @@ static void K_GetKartBoostPower(player_t *player)
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&& player->kartstuff[k_offroad] >= 0)
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&& player->kartstuff[k_offroad] >= 0)
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boostpower = FixedDiv(boostpower, player->kartstuff[k_offroad] + FRACUNIT);
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boostpower = FixedDiv(boostpower, player->kartstuff[k_offroad] + FRACUNIT);
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if (player->kartstuff[k_bananadrag] > TICRATE)
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if (player->kartstuff[k_itemtype] == KITEM_KITCHENSINK)
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boostpower = max((TICRATE/2), (5*TICRATE)-player->kartstuff[k_bananadrag])*boostpower/(5*TICRATE);
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else if (player->kartstuff[k_bananadrag] > TICRATE)
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boostpower = 4*boostpower/5;
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boostpower = 4*boostpower/5;
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if (player->kartstuff[k_growshrinktimer] > 0) // Grow
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if (player->kartstuff[k_growshrinktimer] > 0) // Grow
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@ -2998,8 +3000,7 @@ static void K_MoveHeldObjects(player_t *player)
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mobj_t *cur = player->mo->hnext;
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mobj_t *cur = player->mo->hnext;
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mobj_t *targ = player->mo;
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mobj_t *targ = player->mo;
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if (P_IsObjectOnGround(player->mo) && player->speed > 0
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if (P_IsObjectOnGround(player->mo) && player->speed > 0)
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&& player->mo->hnext->type != MT_SINK_SHIELD) // Sink ignores debuff, and is only visible to the owner. More of a HUD indicator than an actual shield.
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{
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{
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player->kartstuff[k_bananadrag]++;
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player->kartstuff[k_bananadrag]++;
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if (player->kartstuff[k_bananadrag] > TICRATE)
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if (player->kartstuff[k_bananadrag] > TICRATE)
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@ -3019,14 +3020,6 @@ static void K_MoveHeldObjects(player_t *player)
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cur->flags &= ~MF_NOCLIPTHING;
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cur->flags &= ~MF_NOCLIPTHING;
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if (cur->type == MT_SINK_SHIELD)
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{
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if (P_IsLocalPlayer(player))
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cur->flags2 &= ~MF2_DONTDRAW;
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else
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cur->flags2 |= MF2_DONTDRAW;
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}
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if (!cur->health)
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if (!cur->health)
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{
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{
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cur = cur->hnext;
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cur = cur->hnext;
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@ -4256,8 +4249,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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{
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{
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mobj_t *mo;
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mobj_t *mo;
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player->kartstuff[k_itemheld] = 1;
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player->kartstuff[k_itemheld] = 1;
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if (P_IsLocalPlayer(player))
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S_StartSound(player->mo, sfx_s254);
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S_StartSound(player->mo, sfx_s254);
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mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SINK_SHIELD);
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mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SINK_SHIELD);
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if (mo)
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if (mo)
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{
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{
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