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Battle: use round end camera when player wins with emeralds
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1 changed files with 14 additions and 0 deletions
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@ -24,6 +24,7 @@
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#include "music.h"
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#include "music.h"
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#include "hu_stuff.h"
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#include "hu_stuff.h"
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#include "m_easing.h"
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#include "m_easing.h"
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#include "k_endcam.h"
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#define BARRIER_MIN_RADIUS (768 * mapobjectscale)
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#define BARRIER_MIN_RADIUS (768 * mapobjectscale)
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@ -220,6 +221,19 @@ void K_CheckEmeralds(player_t *player)
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// Tally code. But I didn't do it that, so this just
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// Tally code. But I didn't do it that, so this just
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// shittily approximates syncing up with Tally.
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// shittily approximates syncing up with Tally.
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g_emeraldWin = leveltime + (3*TICRATE);
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g_emeraldWin = leveltime + (3*TICRATE);
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if (!P_MobjWasRemoved(player->mo))
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{
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K_StartRoundWinCamera(
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player->mo,
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player->angleturn + ANGLE_180,
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400*mapobjectscale,
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6*TICRATE,
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FRACUNIT/16
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);
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g_emeraldWin += g_endcam.swirlDuration;
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}
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}
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}
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UINT16 K_GetChaosEmeraldColor(UINT32 emeraldType)
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UINT16 K_GetChaosEmeraldColor(UINT32 emeraldType)
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