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Bye death fades
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572bf314e5
commit
8490919257
4 changed files with 0 additions and 53 deletions
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@ -989,9 +989,6 @@ void D_RegisterClientCommands(void)
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CV_RegisterVar(&cv_invincmusicfade);
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CV_RegisterVar(&cv_invincmusicfade);
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CV_RegisterVar(&cv_growmusicfade);
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CV_RegisterVar(&cv_growmusicfade);
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CV_RegisterVar(&cv_respawnfademusicout);
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CV_RegisterVar(&cv_respawnfademusicback);
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CV_RegisterVar(&cv_resetspecialmusic);
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CV_RegisterVar(&cv_resetspecialmusic);
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CV_RegisterVar(&cv_resume);
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CV_RegisterVar(&cv_resume);
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29
src/g_game.c
29
src/g_game.c
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@ -527,9 +527,6 @@ consvar_t cv_deadzone4 = {"joy4_deadzone", "0.5", CV_FLOAT|CV_SAVE, deadzone_con
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consvar_t cv_invincmusicfade = {"invincmusicfade", "300", CV_SAVE, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_invincmusicfade = {"invincmusicfade", "300", CV_SAVE, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_growmusicfade = {"growmusicfade", "500", CV_SAVE, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_growmusicfade = {"growmusicfade", "500", CV_SAVE, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_respawnfademusicout = {"respawnfademusicout", "1000", CV_SAVE, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_respawnfademusicback = {"respawnfademusicback", "500", CV_SAVE, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_resetspecialmusic = {"resetspecialmusic", "Yes", CV_SAVE, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_resetspecialmusic = {"resetspecialmusic", "Yes", CV_SAVE, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_resume = {"resume", "Yes", CV_SAVE, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_resume = {"resume", "Yes", CV_SAVE, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
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@ -2592,9 +2589,6 @@ void G_PlayerReborn(INT32 player)
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INT32 respawnflip;
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INT32 respawnflip;
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boolean songcredit = false;
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boolean songcredit = false;
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boolean local;
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boolean playing;
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score = players[player].score;
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score = players[player].score;
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marescore = players[player].marescore;
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marescore = players[player].marescore;
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lives = players[player].lives;
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lives = players[player].lives;
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@ -2754,31 +2748,8 @@ void G_PlayerReborn(INT32 player)
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}
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}
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}
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}
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/* I'm putting this here because lol */
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local = P_IsLocalPlayer(p);
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if (local)
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{
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playing = S_MusicPlaying();
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/*
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Fade it in with the same call to avoid
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max volume for a few milliseconds (?).
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*/
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if (! playing)
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S_SetRestoreMusicFadeInCvar(&cv_respawnfademusicback);
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}
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P_RestoreMusic(p);
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P_RestoreMusic(p);
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if (local)
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{
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/* mid-way fading out, fade back up */
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if (playing)
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S_FadeMusic(100, cv_respawnfademusicback.value);
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}
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if (songcredit)
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if (songcredit)
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S_ShowMusicCredit();
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S_ShowMusicCredit();
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@ -121,9 +121,6 @@ extern consvar_t cv_ghost_besttime, cv_ghost_bestlap, cv_ghost_last, cv_ghost_gu
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extern consvar_t cv_invincmusicfade;
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extern consvar_t cv_invincmusicfade;
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extern consvar_t cv_growmusicfade;
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extern consvar_t cv_growmusicfade;
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extern consvar_t cv_respawnfademusicout;
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extern consvar_t cv_respawnfademusicback;
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extern consvar_t cv_resetspecialmusic;
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extern consvar_t cv_resetspecialmusic;
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extern consvar_t cv_resume;
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extern consvar_t cv_resume;
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@ -2117,7 +2117,6 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source)
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{
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{
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mobjtype_t item;
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mobjtype_t item;
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mobj_t *mo;
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mobj_t *mo;
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int ms;
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//if (inflictor && (inflictor->type == MT_SHELL || inflictor->type == MT_FIREBALL))
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//if (inflictor && (inflictor->type == MT_SHELL || inflictor->type == MT_FIREBALL))
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// P_SetTarget(&target->tracer, inflictor);
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// P_SetTarget(&target->tracer, inflictor);
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@ -2332,23 +2331,6 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source)
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}
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}
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target->player->playerstate = PST_DEAD;
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target->player->playerstate = PST_DEAD;
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if (P_IsLocalPlayer(target->player))
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{
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if (netgame || multiplayer)
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ms = cv_respawntime.value * 1000;
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else
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ms = 1000;
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/*
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If the time spent with the music paused is less than half
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a second, continue playing the song (just mute it).
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*/
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if (( ms - cv_respawnfademusicout.value ) < 500)
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S_FadeMusic(0, cv_respawnfademusicout.value);
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else
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S_FadeOutStopMusic(cv_respawnfademusicout.value);
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}
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if (target->player == &players[consoleplayer])
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if (target->player == &players[consoleplayer])
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{
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{
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// don't die in auto map,
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// don't die in auto map,
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