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https://github.com/KartKrewDev/RingRacers.git
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Fault line is here
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parent
0060a30bc4
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4e4598d784
6 changed files with 197 additions and 4 deletions
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@ -7593,6 +7593,13 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_WATERTRAILUNDERLAY7",
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"S_WATERTRAILUNDERLAY8",
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// Finish line beam
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"S_FINISHBEAM1",
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"S_FINISHBEAM2",
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"S_FINISHBEAM3",
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"S_FINISHBEAM4",
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"S_FINISHBEAM5",
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#ifdef SEENAMES
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"S_NAMECHECK",
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#endif
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@ -72,7 +72,7 @@ char sprnames[NUMSPRITES + 1][5] =
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"BFRT","OFRT","RFRT","PFRT","ASPK","HBST","HBSO","HBSF","WBLZ","WBLN",
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"FWRK","MXCL","RGSP","DRAF","GRES","OTFG","DBOS","EGOO","WTRL","XMS4",
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"XMS5","FBUB","GCHA","CHEZ","VIEW","DBCL","DBNC","DBST",
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"XMS5","FBUB","GCHA","CHEZ","DBCL","DBNC","DBST","FLBM","VIEW",
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};
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// Doesn't work with g++, needs actionf_p1 (don't modify this comment)
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@ -3583,6 +3583,13 @@ state_t states[NUMSTATES] =
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{SPR_WTRL, FF_TRANS50|FF_PAPERSPRITE|14, 2, {NULL}, 0, 0, S_NULL}, // S_WATERTRAILUNDERLAY7
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{SPR_WTRL, FF_TRANS50|FF_PAPERSPRITE|15, 2, {NULL}, 0, 0, S_NULL}, // S_WATERTRAILUNDERLAY8
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// Finish line beam
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{SPR_FLBM, FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_NULL}, // S_FINISHBEAM1
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{SPR_FLBM, FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_NULL}, // S_FINISHBEAM2
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{SPR_FLBM, FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_NULL}, // S_FINISHBEAM3
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{SPR_FLBM, FF_FULLBRIGHT|3, 1, {NULL}, 0, 0, S_NULL}, // S_FINISHBEAM4
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{SPR_FLBM, FF_FULLBRIGHT|4, 1, {NULL}, 0, 0, S_NULL}, // S_FINISHBEAM5
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#ifdef SEENAMES
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{SPR_NULL, 0, 1, {NULL}, 0, 0, S_NULL}, // S_NAMECHECK
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#endif
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14
src/info.h
14
src/info.h
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@ -808,13 +808,15 @@ typedef enum sprite
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SPR_GCHA, // follower: generic chao
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SPR_CHEZ, // follower: cheese
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// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later
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SPR_VIEW,
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SPR_DBCL, // Drift boost clip
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SPR_DBNC, // Drift boost clip's sparks
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SPR_DBST, // Drift boost plume
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SPR_FLBM, // Finish line beam
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// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later
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SPR_VIEW,
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SPR_FIRSTFREESLOT,
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SPR_LASTFREESLOT = SPR_FIRSTFREESLOT + NUMSPRITEFREESLOTS - 1,
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NUMSPRITES
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@ -4278,6 +4280,12 @@ typedef enum state
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S_WATERTRAILUNDERLAY7,
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S_WATERTRAILUNDERLAY8,
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S_FINISHBEAM1,
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S_FINISHBEAM2,
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S_FINISHBEAM3,
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S_FINISHBEAM4,
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S_FINISHBEAM5,
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#ifdef SEENAMES
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S_NAMECHECK,
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#endif
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164
src/k_kart.c
164
src/k_kart.c
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@ -3137,6 +3137,170 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I
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return NULL;
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}
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// Spawns the finish line fault-indicator effect
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#define FINISHLINEBEAM_SPACING (48*mapobjectscale)
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static void K_DrawFinishLineBeamForLine(fixed_t offset, angle_t aiming, line_t *line, boolean reverse)
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{
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const fixed_t linelength = P_AproxDistance(line->dx, line->dy);
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const fixed_t xstep = FixedDiv(line->dx, linelength);
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const fixed_t ystep = FixedDiv(line->dy, linelength);
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fixed_t linex = line->v1->x;
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fixed_t liney = line->v1->y;
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angle_t lineangle = R_PointToAngle2(0, 0, line->dx, line->dy) + ANGLE_90;
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fixed_t drawz = players[displayplayers[0]].mo->z;
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if (line->flags & ML_NOCLIMB)
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{
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// Line is flipped
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lineangle += ANGLE_180;
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}
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linex += FixedMul(offset, xstep);
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liney += FixedMul(offset, ystep);
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while (offset < linelength)
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{
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#define COLORCYCLELEN 10
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const UINT8 colorcycle[COLORCYCLELEN] = {
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SKINCOLOR_PERIWINKLE,
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SKINCOLOR_SLATE,
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SKINCOLOR_BLOSSOM,
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SKINCOLOR_RASPBERRY,
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SKINCOLOR_ORANGE,
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SKINCOLOR_YELLOW,
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SKINCOLOR_LIME,
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SKINCOLOR_TURTLE,
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SKINCOLOR_ROBIN,
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SKINCOLOR_JAWZ
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};
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const UINT8 numframes = 5;
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const angle_t framethreshold = ANGLE_180 / (numframes-1);
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const angle_t frameaim = aiming + (framethreshold / 2);
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fixed_t x, y, z;
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UINT8 spriteframe = 0;
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mobj_t *beam;
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x = linex + FixedMul(FixedMul(FINISHLINEBEAM_SPACING, FINECOSINE(lineangle >> ANGLETOFINESHIFT)), FINECOSINE(aiming >> ANGLETOFINESHIFT));
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y = liney + FixedMul(FixedMul(FINISHLINEBEAM_SPACING, FINESINE(lineangle >> ANGLETOFINESHIFT)), FINECOSINE(aiming >> ANGLETOFINESHIFT));
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z = drawz + FINISHLINEBEAM_SPACING + FixedMul(FINISHLINEBEAM_SPACING, FINESINE(aiming >> ANGLETOFINESHIFT));
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if (frameaim > ANGLE_180)
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{
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spriteframe = (ANGLE_MAX - frameaim) / framethreshold;
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}
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else
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{
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spriteframe = frameaim / framethreshold;
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}
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beam = P_SpawnMobj(x, y, z, MT_THOK);
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P_SetMobjState(beam, S_FINISHBEAM1 + spriteframe);
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beam->colorized = true;
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if (reverse)
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{
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beam->color = colorcycle[((leveltime / 4) + (COLORCYCLELEN/2)) % COLORCYCLELEN];
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}
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else
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{
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beam->color = colorcycle[(leveltime / 4) % COLORCYCLELEN];
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}
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offset += FINISHLINEBEAM_SPACING;
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linex += FixedMul(FINISHLINEBEAM_SPACING, xstep);
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liney += FixedMul(FINISHLINEBEAM_SPACING, ystep);
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if (reverse)
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{
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aiming -= ANGLE_45;
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}
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else
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{
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aiming += ANGLE_45;
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}
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}
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}
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void K_RunFinishLineBeam(void)
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{
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INT64 bounds[4];
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angle_t angle = 0;
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UINT32 flags = 0;
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boolean valid = false;
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UINT32 i;
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// this does NOT support finish lines that curve.
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// I wanted to! But I have a headache from trying to code it for like, 3 hours!
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// so I'm not!
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bounds[0] = INT32_MAX; // min x
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bounds[1] = INT32_MIN; // max x
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bounds[2] = INT32_MAX; // min y
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bounds[3] = INT32_MIN; // max y
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for (i = 0; i < numlines; i++)
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{
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if (lines[i].special == 2001)
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{
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bounds[0] = min(bounds[0], min(lines[i].v1->x, lines[i].v2->x)); // min x
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bounds[1] = max(bounds[1], max(lines[i].v1->x, lines[i].v2->x)); // max x
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bounds[2] = min(bounds[2], min(lines[i].v1->y, lines[i].v2->y)); // min y
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bounds[3] = max(bounds[3], max(lines[i].v1->y, lines[i].v2->y)); // max y
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if (valid == false)
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{
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angle = R_PointToAngle2(0, 0, lines[i].dx, lines[i].dy);
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flags = lines[i].flags;
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}
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valid = true;
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}
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}
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if (valid == true)
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{
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fixed_t span = P_AproxDistance(bounds[1] - bounds[0], bounds[3] - bounds[2]);
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fixed_t cx = (bounds[0] + bounds[1]) / 2;
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fixed_t cy = (bounds[2] + bounds[3]) / 2;
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vertex_t v1, v2; // fake vertexes
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line_t junk; // fake linedef
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const angle_t angoffset = ANGLE_45;
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const angle_t angadd = ANGLE_11hh;
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const fixed_t speed = 6 * mapobjectscale;
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fixed_t offseta = (leveltime * speed) % FINISHLINEBEAM_SPACING;
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angle_t aiminga = (angoffset * -((leveltime * speed) / FINISHLINEBEAM_SPACING)) + (angadd * leveltime);
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fixed_t offsetb = FINISHLINEBEAM_SPACING - offseta;
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angle_t aimingb = (angoffset * -((leveltime * speed) / FINISHLINEBEAM_SPACING)) - (angadd * leveltime);
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v1.x = cx - FixedMul(span, FINECOSINE(angle >> ANGLETOFINESHIFT));
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v1.y = cy - FixedMul(span, FINESINE(angle >> ANGLETOFINESHIFT));
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v2.x = cx + FixedMul(span, FINECOSINE(angle >> ANGLETOFINESHIFT));
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v2.y = cy + FixedMul(span, FINESINE(angle >> ANGLETOFINESHIFT));
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junk.v1 = &v1;
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junk.v2 = &v2;
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junk.dx = v2.x - v1.x;
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junk.dy = v2.y - v1.y;
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junk.flags = flags;
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K_DrawFinishLineBeamForLine(offseta, aiminga, &junk, false);
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K_DrawFinishLineBeamForLine(offsetb, aimingb, &junk, true);
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}
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}
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#undef FINISHLINEBEAM_SPACING
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UINT8 K_DriftSparkColor(player_t *player, INT32 charge)
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{
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INT32 ds = K_GetKartDriftSparkValue(player);
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@ -44,6 +44,7 @@ void K_ExplodePlayer(player_t *player, mobj_t *source, mobj_t *inflictor);
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void K_StealBumper(player_t *player, player_t *victim, boolean force);
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void K_SpawnKartExplosion(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, angle_t rotangle, boolean spawncenter, boolean ghostit, mobj_t *source);
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void K_SpawnMineExplosion(mobj_t *source, UINT8 color);
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void K_RunFinishLineBeam(void);
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UINT8 K_DriftSparkColor(player_t *player, INT32 charge);
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void K_SpawnBoostTrail(player_t *player);
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void K_SpawnSparkleTrail(mobj_t *mo);
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@ -656,6 +656,9 @@ void P_Ticker(boolean run)
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if (playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo))
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P_PlayerAfterThink(&players[i]);
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if (G_RaceGametype())
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K_RunFinishLineBeam();
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if (G_BattleGametype() && battleovertime.enabled)
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K_RunBattleOvertime();
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@ -831,6 +834,9 @@ void P_PreTicker(INT32 frames)
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if (playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo))
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P_PlayerAfterThink(&players[i]);
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if (G_RaceGametype())
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K_RunFinishLineBeam();
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if (G_BattleGametype() && battleovertime.enabled)
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K_RunBattleOvertime();
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