Improve finish line distance big jump prevention

- Freeze finish line distance (instead of recalculating it
  from old nextwaypoint)
- Reset auto respawn timer right before it runs out
  (instead of AS SOON as finish line distance returns to
  normal)
- Do not ever update respawn waypoint while auto respawn
  timer is ticking
- Do not interact with finish line while auto respawn
  timer is ticking
This commit is contained in:
James R 2024-02-29 18:29:47 -08:00
parent 69ed099490
commit 6642449908
2 changed files with 11 additions and 6 deletions

View file

@ -9884,16 +9884,17 @@ static void K_UpdatePlayerWaypoints(player_t *const player)
K_UpdateDistanceFromFinishLine(player); K_UpdateDistanceFromFinishLine(player);
// Respawning should be a full reset. // Respawning should be a full reset.
// So should touching the first waypoint ever.
UINT32 delta = u32_delta(player->distancetofinish, player->distancetofinishprev); UINT32 delta = u32_delta(player->distancetofinish, player->distancetofinishprev);
if (player->respawn.state == RESPAWNST_NONE && delta > distance_threshold) if (player->respawn.state == RESPAWNST_NONE && delta > distance_threshold && old_currentwaypoint != NULL)
{ {
CONS_Debug(DBG_GAMELOGIC, "Player %s: waypoint ID %d too far away (%u > %u)\n", CONS_Debug(DBG_GAMELOGIC, "Player %s: waypoint ID %d too far away (%u > %u)\n",
sizeu1(player - players), K_GetWaypointID(player->nextwaypoint), delta, distance_threshold); sizeu1(player - players), K_GetWaypointID(player->nextwaypoint), delta, distance_threshold);
// Distance jump is too great, keep the old waypoints and recalculate distance. // Distance jump is too great, keep the old waypoints and old distance.
player->currentwaypoint = old_currentwaypoint; player->currentwaypoint = old_currentwaypoint;
player->nextwaypoint = old_nextwaypoint; player->nextwaypoint = old_nextwaypoint;
K_UpdateDistanceFromFinishLine(player); player->distancetofinish = player->distancetofinishprev;
// Start the auto respawn timer when the distance jumps. // Start the auto respawn timer when the distance jumps.
if (!player->bigwaypointgap) if (!player->bigwaypointgap)
@ -9904,11 +9905,15 @@ static void K_UpdatePlayerWaypoints(player_t *const player)
else else
{ {
// Reset the auto respawn timer if distance changes are back to normal. // Reset the auto respawn timer if distance changes are back to normal.
player->bigwaypointgap = 0; if (player->bigwaypointgap == 1)
{
player->bigwaypointgap = 0;
}
} }
// Respawn point should only be updated when we're going to a nextwaypoint // Respawn point should only be updated when we're going to a nextwaypoint
if ((updaterespawn) && if ((updaterespawn) &&
(player->bigwaypointgap == 0) &&
(player->respawn.state == RESPAWNST_NONE) && (player->respawn.state == RESPAWNST_NONE) &&
(player->nextwaypoint != old_nextwaypoint) && (player->nextwaypoint != old_nextwaypoint) &&
(K_GetWaypointIsSpawnpoint(player->nextwaypoint)) && (K_GetWaypointIsSpawnpoint(player->nextwaypoint)) &&

View file

@ -1911,7 +1911,7 @@ static void K_HandleLapIncrement(player_t *player)
{ {
if (player) if (player)
{ {
if (player->respawn.state == RESPAWNST_MOVE) if (player->respawn.state == RESPAWNST_MOVE || player->bigwaypointgap)
return; return;
if (!G_TimeAttackStart() && leveltime < starttime && !(gametyperules & GTR_ROLLINGSTART)) if (!G_TimeAttackStart() && leveltime < starttime && !(gametyperules & GTR_ROLLINGSTART))
{ {
@ -2184,7 +2184,7 @@ static void K_HandleLapDecrement(player_t *player)
{ {
if (player) if (player)
{ {
if (player->respawn.state == RESPAWNST_MOVE) if (player->respawn.state == RESPAWNST_MOVE || player->bigwaypointgap)
return; return;
if ((player->cheatchecknum == 0) && (player->laps > 0)) if ((player->cheatchecknum == 0) && (player->laps > 0))
{ {