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Less annoying
Only plays announcer call on first Margin Boost, timings refitted to fit new voice take "Let's wrap things up!!"
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parent
52ef50397c
commit
51c27fd3bf
1 changed files with 8 additions and 8 deletions
16
src/k_kart.c
16
src/k_kart.c
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@ -4692,7 +4692,14 @@ void K_CheckpointCrossAward(player_t *player)
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else
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else
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{
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{
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K_AddMessage("Margin Boost!", true, false);
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K_AddMessage("Margin Boost!", true, false);
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S_StartSound(NULL, sfx_duelmb); // Duel announcer call, we only do this on the first margin boost
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// fade out the song for a bit
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g_musicfade.start = leveltime;
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g_musicfade.end = g_musicfade.start + 70;
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g_musicfade.fade = 6;
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g_musicfade.ticked = false;
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// epic lighting
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// epic lighting
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g_darkness.start = leveltime;
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g_darkness.start = leveltime;
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g_darkness.end = INT32_MAX;
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g_darkness.end = INT32_MAX;
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@ -4704,16 +4711,9 @@ void K_CheckpointCrossAward(player_t *player)
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player_t *foeplayer = K_DuelOpponent(player);
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player_t *foeplayer = K_DuelOpponent(player);
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if (!(player->duelscore - foeplayer->duelscore == DUELWINNINGSCORE)) // Avoid playing any margin boost sfx when someone wins
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if (!(player->duelscore - foeplayer->duelscore == DUELWINNINGSCORE)) // Avoid playing margin boost sfx when someone wins
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{
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{
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S_StartSound(NULL, sfx_gsha6); // Gunstar chk-ching noise
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S_StartSound(NULL, sfx_gsha6); // Gunstar chk-ching noise
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S_StartSound(NULL, sfx_duelmb); // Duel announcer call
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// fade out the song for a bit
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g_musicfade.start = leveltime;
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g_musicfade.end = g_musicfade.start + 53;
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g_musicfade.fade = 6;
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g_musicfade.ticked = false;
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}
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}
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}
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}
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