mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Merge branch 'master' into new-items
This commit is contained in:
commit
6f66ef20bf
5 changed files with 11 additions and 11 deletions
|
|
@ -2,7 +2,7 @@ cmake_minimum_required(VERSION 3.0)
|
||||||
# DO NOT CHANGE THIS SRB2 STRING! Some variable names depend on this string.
|
# DO NOT CHANGE THIS SRB2 STRING! Some variable names depend on this string.
|
||||||
# Version change is fine.
|
# Version change is fine.
|
||||||
project(SRB2
|
project(SRB2
|
||||||
VERSION 1.1.0
|
VERSION 2.0.0
|
||||||
LANGUAGES C)
|
LANGUAGES C)
|
||||||
|
|
||||||
if(${PROJECT_SOURCE_DIR} MATCHES ${PROJECT_BINARY_DIR})
|
if(${PROJECT_SOURCE_DIR} MATCHES ${PROJECT_BINARY_DIR})
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,4 @@
|
||||||
version: 1.1.0.{branch}-{build}
|
version: 2.0.0.{branch}-{build}
|
||||||
os: MinGW
|
os: MinGW
|
||||||
|
|
||||||
environment:
|
environment:
|
||||||
|
|
@ -29,7 +29,7 @@ environment:
|
||||||
##############################
|
##############################
|
||||||
DPL_ENABLED: 0
|
DPL_ENABLED: 0
|
||||||
DPL_TAG_ENABLED: 0
|
DPL_TAG_ENABLED: 0
|
||||||
DPL_INSTALLER_NAME: srb2kart-v110
|
DPL_INSTALLER_NAME: srb2kart-v200
|
||||||
# Asset handling is barebones vs. Travis Deployer. We operate on 7z only.
|
# Asset handling is barebones vs. Travis Deployer. We operate on 7z only.
|
||||||
# Include the README files and the OpenGL batch in the main and patch archives.
|
# Include the README files and the OpenGL batch in the main and patch archives.
|
||||||
# The x86/x64 archives contain the DLL binaries.
|
# The x86/x64 archives contain the DLL binaries.
|
||||||
|
|
|
||||||
|
|
@ -149,17 +149,17 @@ extern FILE *logstream;
|
||||||
// most interface strings are ignored in development mode.
|
// most interface strings are ignored in development mode.
|
||||||
// we use comprevision and compbranch instead.
|
// we use comprevision and compbranch instead.
|
||||||
#else
|
#else
|
||||||
#define VERSION 110 // Game version
|
#define VERSION 200 // Game version
|
||||||
#define SUBVERSION 0 // more precise version number
|
#define SUBVERSION 0 // more precise version number
|
||||||
#define VERSIONSTRING "v1.1"
|
#define VERSIONSTRING "v2.0"
|
||||||
#define VERSIONSTRINGW L"v1.1"
|
#define VERSIONSTRINGW L"v2.0"
|
||||||
// Hey! If you change this, add 1 to the MODVERSION below! Otherwise we can't force updates!
|
// Hey! If you change this, add 1 to the MODVERSION below! Otherwise we can't force updates!
|
||||||
// And change CMakeLists.txt, for CMake users!
|
// And change CMakeLists.txt, for CMake users!
|
||||||
// AND appveyor.yml, for the build bots!
|
// AND appveyor.yml, for the build bots!
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Maintain compatibility with 1.0.x record attack replays?
|
// Maintain compatibility with 1.0.x record attack replays?
|
||||||
#define DEMO_COMPAT_100
|
//#define DEMO_COMPAT_100
|
||||||
|
|
||||||
// Does this version require an added patch file?
|
// Does this version require an added patch file?
|
||||||
// Comment or uncomment this as necessary.
|
// Comment or uncomment this as necessary.
|
||||||
|
|
@ -222,7 +222,7 @@ extern FILE *logstream;
|
||||||
// it's only for detection of the version the player is using so the MS can alert them of an update.
|
// it's only for detection of the version the player is using so the MS can alert them of an update.
|
||||||
// Only set it higher, not lower, obviously.
|
// Only set it higher, not lower, obviously.
|
||||||
// Note that we use this to help keep internal testing in check; this is why v2.1.0 is not version "1".
|
// Note that we use this to help keep internal testing in check; this is why v2.1.0 is not version "1".
|
||||||
#define MODVERSION 5
|
#define MODVERSION 6
|
||||||
|
|
||||||
// Filter consvars by version
|
// Filter consvars by version
|
||||||
// To version config.cfg, MAJOREXECVERSION is set equal to MODVERSION automatically.
|
// To version config.cfg, MAJOREXECVERSION is set equal to MODVERSION automatically.
|
||||||
|
|
|
||||||
|
|
@ -2316,7 +2316,7 @@ static void K_GetKartBoostPower(player_t *player)
|
||||||
|
|
||||||
if (player->kartstuff[k_draftpower] > 0) // Drafting
|
if (player->kartstuff[k_draftpower] > 0) // Drafting
|
||||||
{
|
{
|
||||||
fixed_t draftspeed = ((3*FRACUNIT)/10) + ((player->kartspeed-1) * ((3*FRACUNIT)/100); // min is 30%, max is 54%
|
fixed_t draftspeed = ((3*FRACUNIT)/10) + ((player->kartspeed-1) * (FRACUNIT/50)); // min is 30%, max is 46%
|
||||||
speedboost += FixedMul(draftspeed, player->kartstuff[k_draftpower]); // (Drafting suffers no boost stack penalty.)
|
speedboost += FixedMul(draftspeed, player->kartstuff[k_draftpower]); // (Drafting suffers no boost stack penalty.)
|
||||||
numboosts++;
|
numboosts++;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -3582,8 +3582,8 @@ void A_AttractChase(mobj_t *actor)
|
||||||
|
|
||||||
if (actor->extravalue1 >= 21)
|
if (actor->extravalue1 >= 21)
|
||||||
{
|
{
|
||||||
UINT8 i;
|
|
||||||
mobj_t *sparkle;
|
mobj_t *sparkle;
|
||||||
|
angle_t offset = FixedAngle(18<<FRACBITS);
|
||||||
|
|
||||||
// Base add is 3 tics for 9,9, adds 1 tic for each point closer to the 1,1 end
|
// Base add is 3 tics for 9,9, adds 1 tic for each point closer to the 1,1 end
|
||||||
actor->target->player->kartstuff[k_ringboost] += RINGBOOSTPWR+3;
|
actor->target->player->kartstuff[k_ringboost] += RINGBOOSTPWR+3;
|
||||||
|
|
@ -3591,7 +3591,7 @@ void A_AttractChase(mobj_t *actor)
|
||||||
|
|
||||||
sparkle = P_SpawnMobj(actor->target->x, actor->target->y, actor->target->z, MT_RINGSPARKS);
|
sparkle = P_SpawnMobj(actor->target->x, actor->target->y, actor->target->z, MT_RINGSPARKS);
|
||||||
P_SetTarget(&sparkle->target, actor->target);
|
P_SetTarget(&sparkle->target, actor->target);
|
||||||
sparkle->angle = FixedAngle(18<<FRACBITS) * actor->target->player->kartstuff[k_sparkleanim];
|
sparkle->angle = (actor->target->angle + (offset>>1)) + (offset * actor->target->player->kartstuff[k_sparkleanim]);
|
||||||
actor->target->player->kartstuff[k_sparkleanim] = (actor->target->player->kartstuff[k_sparkleanim]+1) % 20;
|
actor->target->player->kartstuff[k_sparkleanim] = (actor->target->player->kartstuff[k_sparkleanim]+1) % 20;
|
||||||
|
|
||||||
P_KillMobj(actor, actor->target, actor->target);
|
P_KillMobj(actor, actor->target, actor->target);
|
||||||
|
|
|
||||||
Loading…
Add table
Reference in a new issue