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https://github.com/KartKrewDev/RingRacers.git
synced 2026-04-22 02:00:11 +00:00
Correct to safelap instantly to prevent finish distance spike
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parent
f0d0a0f07b
commit
6f65d55009
3 changed files with 7 additions and 7 deletions
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@ -5244,11 +5244,12 @@ static void K_DrawWaypointDebugger(void)
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if (netgame)
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{
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V_DrawString(8, 146, 0, va("Online griefing: [%u, %u]", stplyr->griefValue/TICRATE, stplyr->griefStrikes));
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V_DrawString(8, 136, 0, va("Online griefing: [%u, %u]", stplyr->griefValue/TICRATE, stplyr->griefStrikes));
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}
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V_DrawString(8, 156, 0, va("Current Waypoint ID: %d", K_GetWaypointID(stplyr->currentwaypoint)));
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V_DrawString(8, 166, 0, va("Next Waypoint ID: %d%s", K_GetWaypointID(stplyr->nextwaypoint), ((stplyr->pflags & PF_WRONGWAY) ? " (WRONG WAY)" : "")));
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V_DrawString(8, 146, 0, va("Current Waypoint ID: %d", K_GetWaypointID(stplyr->currentwaypoint)));
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V_DrawString(8, 156, 0, va("Next Waypoint ID: %d%s", K_GetWaypointID(stplyr->nextwaypoint), ((stplyr->pflags & PF_WRONGWAY) ? " (WRONG WAY)" : "")));
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V_DrawString(8, 166, 0, va("Respawn Waypoint ID: %d", K_GetWaypointID(stplyr->respawn.wp)));
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V_DrawString(8, 176, 0, va("Finishline Distance: %d", stplyr->distancetofinish));
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if (numcheatchecks > 0)
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@ -289,6 +289,7 @@ void K_DoIngameRespawn(player_t *player)
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player->respawn.init = true;
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player->respawn.fast = true;
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player->respawn.returnspeed = 0;
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player->laps = player->lastsafelap;
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player->respawn.airtimer = player->airtime;
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player->respawn.truedeath = !!(player->pflags & PF_FAULT);
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@ -403,12 +404,8 @@ static void K_MovePlayerToRespawnPoint(player_t *player)
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P_SetThingPosition(player->mo);
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// We are no longer traveling from death location to 1st waypoint, so use standard timings
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// (and reset their lap so they can't cross the finish the wrong way!)
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if (player->respawn.fast)
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{
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player->respawn.fast = false;
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player->laps = player->lastsafelap;
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}
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// At the first valid waypoint, permit extra player control options.
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player->respawn.init = false;
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@ -2142,6 +2142,8 @@ static void K_HandleLapDecrement(player_t *player)
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{
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if (player)
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{
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if (player->respawn.state == RESPAWNST_MOVE)
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return;
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if ((player->cheatchecknum == 0) && (player->laps > 0))
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{
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player->cheatchecknum = numcheatchecks;
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