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Use proper respawn check, don't cancel spinout, but prevent dropdashing when respawning with spinout
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parent
b959c01349
commit
80e04a2035
1 changed files with 2 additions and 4 deletions
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@ -2048,8 +2048,6 @@ void K_RespawnChecker(player_t *player)
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fixed_t destx = 0, desty = 0, destz = 0;
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player->mo->momx = player->mo->momy = player->mo->momz = 0;
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player->kartstuff[k_spinouttimer] = 0;
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player->kartstuff[k_wipeoutslow] = 0; // Don't spinout anymore
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player->powers[pw_flashing] = 2;
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player->powers[pw_nocontrol] = 2;
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@ -2209,7 +2207,7 @@ void K_RespawnChecker(player_t *player)
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// Sal: The old behavior was stupid and prone to accidental usage.
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// Let's rip off Mania instead, and turn this into a Drop Dash!
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if (cmd->buttons & BT_ACCELERATE)
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if (cmd->buttons & BT_ACCELERATE && !player->kartstuff[k_spinouttimer]) // Lat: Since we're letting players spin out on respawn, don't let them charge a dropdash in this state. (It wouldn't work anyway)
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player->kartstuff[k_dropdash]++;
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else
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player->kartstuff[k_dropdash] = 0;
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@ -6081,7 +6079,7 @@ static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
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(bestwaypoint != NULL) &&
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(bestwaypoint != player->nextwaypoint) &&
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(player->kartstuff[k_respawn] == 0) &&
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(!(bestwaypoint->mobj->spawnpoint->options & MTF_AMBUSH)) && // Don't try to respawn on waypoints with the MTF_AMBUSH (No respawn) flag!
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(K_GetWaypointIsSpawnpoint(bestwaypoint)) && // Don't try to respawn on waypoints that are marked with no respawn
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(K_GetWaypointIsShortcut(bestwaypoint) == false) && (K_GetWaypointIsEnabled(bestwaypoint) == true))
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{
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size_t i = 0U;
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