diff --git a/src/g_game.c b/src/g_game.c index 6f4a72676..f359b28f4 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -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();