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Time Attack ghosts: sync with level timer instead of when the player crosses the finish line
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parent
3d10278bf2
commit
6123ac3c39
2 changed files with 6 additions and 4 deletions
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@ -1237,8 +1237,8 @@ void G_GhostTicker(void)
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continue;
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continue;
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}
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}
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// Pause jhosts that cross until we cross ourself.
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// Pause jhosts that cross until the timer starts.
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if (g->linecrossed && !linecrossed)
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if (g->linecrossed && leveltime < starttime)
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continue;
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continue;
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readghosttic:
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readghosttic:
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@ -1548,7 +1548,8 @@ skippedghosttic:
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continue;
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continue;
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}
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}
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if (linecrossed && !g->linecrossed)
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// If the timer started, skip ahead until the ghost starts too.
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if (starttime <= leveltime && !g->linecrossed)
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goto readghosttic;
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goto readghosttic;
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p = g;
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p = g;
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@ -1961,7 +1961,8 @@ static void K_HandleLapIncrement(player_t *player)
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linecrossed = leveltime;
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linecrossed = leveltime;
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if (starttime > leveltime) // Overlong starts shouldn't reset time on cross
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if (starttime > leveltime) // Overlong starts shouldn't reset time on cross
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starttime = leveltime;
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starttime = leveltime;
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demo_extradata[player-players] |= DXD_START;
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if (demo.recording)
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demo_extradata[player-players] |= DXD_START;
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Music_Stop("position");
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Music_Stop("position");
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}
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}
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