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Adjust reducevfx flashing condition for hidden chars in demos
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parent
9f9fe44b10
commit
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1 changed files with 10 additions and 3 deletions
13
src/k_kart.c
13
src/k_kart.c
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@ -11549,14 +11549,21 @@ void K_KartResetPlayerColor(player_t *player)
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goto finalise;
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}
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if (player->overdrive && (leveltime & 1))
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boolean allowflashing = true;
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if (demo.playback && cv_reducevfx.value && !R_CanShowSkinInDemo(player->skin))
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{
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// messy condition stack for, specifically, disabling flashing effects when viewing a staff ghost replay of a currently hidden character
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allowflashing = false;
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}
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if (player->overdrive && (leveltime & 1) && allowflashing)
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{
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player->mo->colorized = true;
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fullbright = true;
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player->mo->color = player->skincolor;
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goto finalise;
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}
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else if (player->overdrive)
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else if (player->overdrive && allowflashing)
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{
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player->mo->colorized = true;
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fullbright = true;
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@ -11564,7 +11571,7 @@ void K_KartResetPlayerColor(player_t *player)
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goto finalise;
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}
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if (player->ringboost && (leveltime & 1) && (((R_CanShowSkinInDemo(player->skin))) || ((!R_CanShowSkinInDemo(player->skin)) && !cv_reducevfx.value && demo.playback))) // ring boosting + messy condition stack for, specifically, disabling this when viewing a staff ghost replay of a currently hidden character
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if (player->ringboost && (leveltime & 1) && allowflashing) // ring boosting
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{
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player->mo->colorized = true;
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fullbright = true;
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