Increase buffer time so that high speed characters have time to get in position, change ra_timeskip to introtime

This commit is contained in:
Sally Coolatta 2020-07-24 03:13:17 -04:00
parent fc89f2cc47
commit 5c1a33f95c

View file

@ -224,8 +224,8 @@ UINT16 spacetimetics = 11*TICRATE + (TICRATE/2);
UINT16 extralifetics = 4*TICRATE;
// SRB2kart
tic_t introtime = 108+5; // plus 5 for white fade
tic_t starttime = 6*TICRATE + (3*TICRATE/4);
tic_t introtime = (108) + 5; // 108 for rotation, + 5 for white fade
tic_t starttime = (6*TICRATE) + (2*TICRATE); // Start countdown time, + buffer time
tic_t raceexittime = 5*TICRATE + (2*TICRATE/3);
tic_t battleexittime = 8*TICRATE;
INT32 hyudorotime = 7*TICRATE;
@ -2332,7 +2332,7 @@ void G_Ticker(boolean run)
UINT32 i;
INT32 buf;
ticcmd_t *cmd;
UINT32 ra_timeskip = (modeattacking && !demo.playback && leveltime < starttime - TICRATE*4) ? 0 : (starttime - TICRATE*4 - 1);
UINT32 ra_timeskip = (modeattacking && !demo.playback && leveltime < introtime) ? 0 : (introtime - 1);
// 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,
// the reason this is done is to ensure that ghosts won't look out of synch with other map elements (objects, moving platforms...)
// when we REPLAY, don't skip, let the camera spin, do its thing etc~
@ -2409,7 +2409,7 @@ void G_Ticker(boolean run)
{
case GS_LEVEL:
for (; ra_timeskip < starttime - TICRATE*4; ra_timeskip++) // this looks weird but this is done to not break compability with older demos for now.
for (; ra_timeskip < introtime; ra_timeskip++) // this looks weird but this is done to not break compability with older demos for now.
{
if (demo.title)
F_TitleDemoTicker();