Battle: use round end camera when player wins with emeralds

This commit is contained in:
James R 2024-01-20 21:49:07 -08:00
parent b1c9de32c6
commit a012b90c89

View file

@ -24,6 +24,7 @@
#include "music.h"
#include "hu_stuff.h"
#include "m_easing.h"
#include "k_endcam.h"
#define BARRIER_MIN_RADIUS (768 * mapobjectscale)
@ -220,6 +221,19 @@ void K_CheckEmeralds(player_t *player)
// Tally code. But I didn't do it that, so this just
// shittily approximates syncing up with Tally.
g_emeraldWin = leveltime + (3*TICRATE);
if (!P_MobjWasRemoved(player->mo))
{
K_StartRoundWinCamera(
player->mo,
player->angleturn + ANGLE_180,
400*mapobjectscale,
6*TICRATE,
FRACUNIT/16
);
g_emeraldWin += g_endcam.swirlDuration;
}
}
UINT16 K_GetChaosEmeraldColor(UINT32 emeraldType)