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
This commit is contained in:
toaster 2023-09-18 18:12:54 +01:00
parent 3a0d6fd2fb
commit 9574d7a040

View file

@ -8734,18 +8734,17 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
boolean newperfect = false;
if (
(newplayer != NULL)
&& (gametyperules & GTR_CIRCUIT)
&& (gamespeed >= KARTSPEED_HARD)
&& (K_TimeAttackRules() == false)
&& (newplayer->tally.active == true)
&& (newplayer->tally.totalLaps > 0) // Only true if not Time Attack
&& (newplayer->tally.laps >= newplayer->tally.totalLaps)
)
{
UINT16 totalLaps = numlaps;
if (inDuel == false)
{
totalLaps *= 2;
}
UINT32 skinflags = (demo.playback)
? demo.skinlist[demo.currentskinid[(newplayer-players)]].flags
: skins[newplayer->skin].flags;
newperfect = (newplayer->lapPoints >= totalLaps);
newperfect = !!(skinflags & SF_IRONMAN);
}
mobj_t *cur = mobj->hnext;