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https://github.com/KartKrewDev/RingRacers.git
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Increase buffer time so that high speed characters have time to get in position, change ra_timeskip to introtime
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1 changed files with 4 additions and 4 deletions
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@ -224,8 +224,8 @@ UINT16 spacetimetics = 11*TICRATE + (TICRATE/2);
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UINT16 extralifetics = 4*TICRATE;
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// SRB2kart
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tic_t introtime = 108+5; // plus 5 for white fade
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tic_t starttime = 6*TICRATE + (3*TICRATE/4);
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tic_t introtime = (108) + 5; // 108 for rotation, + 5 for white fade
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tic_t starttime = (6*TICRATE) + (2*TICRATE); // Start countdown time, + buffer time
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tic_t raceexittime = 5*TICRATE + (2*TICRATE/3);
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tic_t battleexittime = 8*TICRATE;
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INT32 hyudorotime = 7*TICRATE;
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@ -2332,7 +2332,7 @@ void G_Ticker(boolean run)
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UINT32 i;
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INT32 buf;
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ticcmd_t *cmd;
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UINT32 ra_timeskip = (modeattacking && !demo.playback && leveltime < starttime - TICRATE*4) ? 0 : (starttime - TICRATE*4 - 1);
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UINT32 ra_timeskip = (modeattacking && !demo.playback && leveltime < introtime) ? 0 : (introtime - 1);
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// starttime - TICRATE*4 is where we want RA to start when we PLAY IT, so we will loop the main thinker on RA start to get it to this point,
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// the reason this is done is to ensure that ghosts won't look out of synch with other map elements (objects, moving platforms...)
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// when we REPLAY, don't skip, let the camera spin, do its thing etc~
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@ -2409,7 +2409,7 @@ void G_Ticker(boolean run)
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{
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case GS_LEVEL:
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for (; ra_timeskip < starttime - TICRATE*4; ra_timeskip++) // this looks weird but this is done to not break compability with older demos for now.
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for (; ra_timeskip < introtime; ra_timeskip++) // this looks weird but this is done to not break compability with older demos for now.
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{
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if (demo.title)
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F_TitleDemoTicker();
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