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Add more comments to the code.
To make it easier to understand what's going on.
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2 changed files with 11 additions and 4 deletions
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@ -401,7 +401,8 @@ static INT32 K_KartItemOddsBattle[NUMKARTRESULTS][2] =
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#define DISTVAR (2048) // Magic number distance for use with item roulette tiers
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#define DISTVAR (2048) // Magic number distance for use with item roulette tiers
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static INT32 K_SparkleTrailStartStates[NUMKARTSPARKLESTATES][2] = {
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// Array of states to pick the starting point of the animation, based on the actual time left for invincibility.
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static INT32 K_SparkleTrailStartStates[KART_NUMINVSPARKLESANIM][2] = {
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{S_KARTINVULN12, S_KARTINVULNB12},
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{S_KARTINVULN12, S_KARTINVULNB12},
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{S_KARTINVULN11, S_KARTINVULNB11},
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{S_KARTINVULN11, S_KARTINVULNB11},
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{S_KARTINVULN10, S_KARTINVULNB10},
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{S_KARTINVULN10, S_KARTINVULNB10},
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@ -3767,8 +3768,8 @@ void K_SpawnSparkleTrail(mobj_t *mo)
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const INT32 rad = (mo->radius*3)/FRACUNIT;
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const INT32 rad = (mo->radius*3)/FRACUNIT;
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mobj_t *sparkle;
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mobj_t *sparkle;
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INT32 i;
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INT32 i;
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UINT8 invanimnum;
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UINT8 invanimnum; // Current sparkle animation number
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INT32 invtime;
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INT32 invtime;// Invincibility time left, in seconds
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UINT8 index = 1;
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UINT8 index = 1;
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fixed_t newx, newy, newz;
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fixed_t newx, newy, newz;
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@ -11,7 +11,13 @@
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#include "command.h" // Need for player_t
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#include "command.h" // Need for player_t
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#define KART_FULLTURN 800
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#define KART_FULLTURN 800
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#define NUMKARTSPARKLESTATES 12
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/*
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Number of animations for the invincibility sparkles
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If states are ever added or removed
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Make sure this matches the actual number of states
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*/
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#define KART_NUMINVSPARKLESANIM 12
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player_t *K_GetItemBoxPlayer(mobj_t *mobj);
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player_t *K_GetItemBoxPlayer(mobj_t *mobj);
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angle_t K_ReflectAngle(angle_t angle, angle_t against, fixed_t maxspeed, fixed_t yourspeed);
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angle_t K_ReflectAngle(angle_t angle, angle_t against, fixed_t maxspeed, fixed_t yourspeed);
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