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Further revision
- Only show SPR2_SIGL for SF_IRONMAN. You've gotta work for that stuff! - Instead of duplicating some of the behaviour the tally code does manually, simply use tally state directly
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1 changed files with 7 additions and 8 deletions
15
src/p_mobj.c
15
src/p_mobj.c
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@ -8734,18 +8734,17 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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boolean newperfect = false;
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if (
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(newplayer != NULL)
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&& (gametyperules & GTR_CIRCUIT)
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&& (gamespeed >= KARTSPEED_HARD)
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&& (K_TimeAttackRules() == false)
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&& (newplayer->tally.active == true)
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&& (newplayer->tally.totalLaps > 0) // Only true if not Time Attack
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&& (newplayer->tally.laps >= newplayer->tally.totalLaps)
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)
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{
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UINT16 totalLaps = numlaps;
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if (inDuel == false)
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{
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totalLaps *= 2;
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}
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UINT32 skinflags = (demo.playback)
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? demo.skinlist[demo.currentskinid[(newplayer-players)]].flags
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: skins[newplayer->skin].flags;
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newperfect = (newplayer->lapPoints >= totalLaps);
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newperfect = !!(skinflags & SF_IRONMAN);
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}
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mobj_t *cur = mobj->hnext;
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