mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Don't allow finish lines to be hit multiple times per tic
This commit is contained in:
parent
9e3b818cce
commit
d1c20c2a5a
9 changed files with 18 additions and 147 deletions
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@ -1873,8 +1873,6 @@ void SendWeaponPref(void)
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buf[0] = 0;
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if (cv_flipcam.value)
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buf[0] |= 1;
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if (cv_analog.value)
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buf[0] |= 2;
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SendNetXCmd(XD_WEAPONPREF, buf, 1);
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}
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@ -1885,8 +1883,6 @@ void SendWeaponPref2(void)
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buf[0] = 0;
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if (cv_flipcam2.value)
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buf[0] |= 1;
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if (cv_analog2.value)
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buf[0] |= 2;
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SendNetXCmd2(XD_WEAPONPREF, buf, 1);
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}
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@ -1897,8 +1893,6 @@ void SendWeaponPref3(void)
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buf[0] = 0;
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if (cv_flipcam3.value)
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buf[0] |= 1;
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if (cv_analog3.value)
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buf[0] |= 2;
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SendNetXCmd3(XD_WEAPONPREF, buf, 1);
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}
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@ -1909,8 +1903,6 @@ void SendWeaponPref4(void)
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buf[0] = 0;
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if (cv_flipcam4.value)
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buf[0] |= 1;
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if (cv_analog4.value)
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buf[0] |= 2;
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SendNetXCmd4(XD_WEAPONPREF, buf, 1);
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}
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@ -1918,11 +1910,9 @@ static void Got_WeaponPref(UINT8 **cp,INT32 playernum)
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{
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UINT8 prefs = READUINT8(*cp);
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players[playernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE);
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players[playernum].pflags &= ~(PF_FLIPCAM);
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if (prefs & 1)
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players[playernum].pflags |= PF_FLIPCAM;
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if (prefs & 2)
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players[playernum].pflags |= PF_ANALOGMODE;
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}
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void D_SendPlayerConfig(void)
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@ -121,7 +121,7 @@ typedef enum
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/*** misc ***/
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PF_FORCESTRAFE = 1<<29, // Turning inputs are translated into strafing inputs
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PF_ANALOGMODE = 1<<30, // Analog mode?
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PF_HITFINISHLINE = 1<<30, // Already hit the finish line this tic
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// free: 1<<30 and 1<<31
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} pflags_t;
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@ -8176,7 +8176,7 @@ static const char *const PLAYERFLAG_LIST[] = {
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/*** misc ***/
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"FORCESTRAFE", // Translate turn inputs into strafe inputs
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"ANALOGMODE", // Analog mode?
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"HITFINISHLINE", // Already hit the finish line this tic
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NULL // stop loop here.
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};
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@ -2593,7 +2593,7 @@ void G_PlayerReborn(INT32 player)
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jointime = players[player].jointime;
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splitscreenindex = players[player].splitscreenindex;
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spectator = players[player].spectator;
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pflags = (players[player].pflags & (PF_TIMEOVER|PF_FLIPCAM|PF_TAGIT|PF_TAGGED|PF_ANALOGMODE|PF_WANTSTOJOIN));
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pflags = (players[player].pflags & (PF_TIMEOVER|PF_FLIPCAM|PF_TAGIT|PF_TAGGED|PF_WANTSTOJOIN));
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// As long as we're not in multiplayer, carry over cheatcodes from map to map
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if (!(netgame || multiplayer))
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@ -8554,9 +8554,6 @@ void A_SPBChase(mobj_t *actor)
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fixed_t range = (160*actor->tracer->scale);
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fixed_t cx = 0, cy =0;
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// we're tailing a player, now's a good time to regain our damage properties
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actor->flags &= ~MF_NOCLIPTHING;
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// Play the intimidating gurgle
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if (!S_SoundPlaying(actor, actor->info->activesound))
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S_StartSound(actor, actor->info->activesound);
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@ -8688,9 +8685,6 @@ void A_SPBChase(mobj_t *actor)
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{
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actor->momx = actor->momy = actor->momz = 0; // Stoooop
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// don't hurt players that have nothing to do with this:
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actor->flags |= MF_NOCLIPTHING;
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if (actor->lastlook != -1
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&& playeringame[actor->lastlook]
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&& !players[actor->lastlook].spectator
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@ -8729,10 +8723,6 @@ void A_SPBChase(mobj_t *actor)
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}
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// Found someone, now get close enough to initiate the slaughter...
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// Seeking SPB can now hurt people
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actor->flags &= ~MF_NOCLIPTHING;
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P_SetTarget(&actor->tracer, player->mo);
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spbplace = bestrank;
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@ -180,7 +180,6 @@ boolean P_LookForEnemies(player_t *player);
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void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius);
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void P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user
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//boolean P_SuperReady(player_t *player);
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boolean P_AnalogMove(player_t *player);
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/*boolean P_TransferToNextMare(player_t *player);
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UINT8 P_FindLowestMare(void);*/
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UINT8 P_FindLowestLap(void);
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@ -1417,7 +1417,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
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thing->angle = tmthing->angle;
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if (!demo.playback || P_AnalogMove(thing->player))
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if (!demo.playback)
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{
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if (thing->player == &players[consoleplayer])
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localangle[0] = thing->angle;
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16
src/p_spec.c
16
src/p_spec.c
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@ -2283,12 +2283,6 @@ static void K_HandleLapIncrement(player_t *player)
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P_SetupSignExit(player);
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}
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//player->starpostangle = player->starposttime = player->starpostnum = 0;
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//player->starpostx = player->starposty = player->starpostz = 0;
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// Play the starpost sound for 'consistency'
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// S_StartSound(player->mo, sfx_strpst);
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// Figure out how many are playing on the last lap, to prevent spectate griefing
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if (!nospectategrief && player->laps > (UINT8)(cv_numlaps.value))
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nospectategrief = nump;
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@ -2307,7 +2301,7 @@ static void K_HandleLapDecrement(player_t *player)
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{
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if (player)
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{
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if (player->laps > 0)
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if ((player->starpostnum == 0) && (player->laps > 0))
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{
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player->starpostnum = numstarposts;
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player->laps--;
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@ -2331,7 +2325,7 @@ void P_CrossSpecialLine(line_t *line, INT32 side, mobj_t *thing)
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{
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case 2001: // Finish Line
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{
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if (G_RaceGametype() && !(player->exiting))
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if (G_RaceGametype() && !(player->exiting) && !(player->pflags & PF_HITFINISHLINE))
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{
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if (((line->flags & (ML_NOCLIMB)) && (side == 0))
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|| (!(line->flags & (ML_NOCLIMB)) && (side == 1))) // crossed from behind to infront
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@ -2342,6 +2336,8 @@ void P_CrossSpecialLine(line_t *line, INT32 side, mobj_t *thing)
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{
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K_HandleLapDecrement(player);
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}
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player->pflags |= PF_HITFINISHLINE;
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}
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}
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break;
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@ -4027,7 +4023,7 @@ DoneSection2:
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if (player->mo->scale > mapobjectscale)
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linespeed = FixedMul(linespeed, mapobjectscale + (player->mo->scale - mapobjectscale));
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if (!demo.playback || P_AnalogMove(player))
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if (!demo.playback)
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{
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if (player == &players[consoleplayer])
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localangle[0] = player->mo->angle;
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@ -7935,7 +7931,7 @@ void T_Pusher(pusher_t *p)
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thing->player->pflags |= PF_SLIDING;
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thing->angle = R_PointToAngle2 (0, 0, xspeed<<(FRACBITS-PUSH_FACTOR), yspeed<<(FRACBITS-PUSH_FACTOR));
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if (!demo.playback || P_AnalogMove(thing->player))
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if (!demo.playback)
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{
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if (thing->player == &players[consoleplayer])
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{
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118
src/p_user.c
118
src/p_user.c
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@ -3716,11 +3716,6 @@ void P_Telekinesis(player_t *player, fixed_t thrust, fixed_t range)
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player->pflags |= PF_THOKKED;
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}
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boolean P_AnalogMove(player_t *player)
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{
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return player->pflags & PF_ANALOGMODE;
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}
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//
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// P_GetPlayerControlDirection
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//
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@ -3763,14 +3758,6 @@ boolean P_AnalogMove(player_t *player)
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origtempangle = tempangle = 0; // relative to the axis rather than the player!
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controlplayerdirection = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
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}
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else if (P_AnalogMove(player) && thiscam->chase)
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{
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if (player->awayviewtics)
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origtempangle = tempangle = player->awayviewmobj->angle;
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else
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origtempangle = tempangle = thiscam->angle;
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controlplayerdirection = player->mo->angle;
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}
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else
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{
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origtempangle = tempangle = player->mo->angle;
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@ -3994,7 +3981,6 @@ static void P_3dMovement(player_t *player)
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angle_t dangle; // replaces old quadrants bits
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//boolean dangleflip = false; // SRB2kart - toaster
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//fixed_t normalspd = FixedMul(player->normalspeed, player->mo->scale);
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boolean analogmove = false;
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fixed_t oldMagnitude, newMagnitude;
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#ifdef ESLOPE
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vector3_t totalthrust;
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@ -4006,8 +3992,6 @@ static void P_3dMovement(player_t *player)
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// Get the old momentum; this will be needed at the end of the function! -SH
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oldMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0);
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analogmove = P_AnalogMove(player);
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cmd = &player->cmd;
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if ((player->exiting || mapreset) || player->pflags & PF_STASIS || player->kartstuff[k_spinouttimer]) // pw_introcam?
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@ -4020,19 +4004,13 @@ static void P_3dMovement(player_t *player)
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if (!(player->pflags & PF_FORCESTRAFE) && !player->kartstuff[k_pogospring])
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cmd->sidemove = 0;
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if (analogmove)
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{
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movepushangle = (cmd->angleturn<<16 /* not FRACBITS */);
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}
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if (player->kartstuff[k_drift] != 0)
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movepushangle = player->mo->angle-(ANGLE_45/5)*player->kartstuff[k_drift];
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else if (player->kartstuff[k_spinouttimer] || player->kartstuff[k_wipeoutslow]) // if spun out, use the boost angle
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movepushangle = (angle_t)player->kartstuff[k_boostangle];
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else
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{
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if (player->kartstuff[k_drift] != 0)
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movepushangle = player->mo->angle-(ANGLE_45/5)*player->kartstuff[k_drift];
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else if (player->kartstuff[k_spinouttimer] || player->kartstuff[k_wipeoutslow]) // if spun out, use the boost angle
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movepushangle = (angle_t)player->kartstuff[k_boostangle];
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else
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movepushangle = player->mo->angle;
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}
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movepushangle = player->mo->angle;
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movepushsideangle = movepushangle-ANGLE_90;
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// cmomx/cmomy stands for the conveyor belt speed.
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@ -6191,69 +6169,6 @@ static void P_MovePlayer(player_t *player)
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player->pflags &= ~PF_STARTDASH;
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*/
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//////////////////
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//ANALOG CONTROL//
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//////////////////
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#if 0
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// This really looks like it should be moved to P_3dMovement. -Red
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if (P_AnalogMove(player)
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&& (cmd->forwardmove != 0 || cmd->sidemove != 0) && !player->climbing && !twodlevel && !(player->mo->flags2 & MF2_TWOD))
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{
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// If travelling slow enough, face the way the controls
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// point and not your direction of movement.
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if (player->speed < FixedMul(5*FRACUNIT, player->mo->scale) || player->pflags & PF_GLIDING || !onground)
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{
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angle_t tempangle;
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tempangle = (cmd->angleturn << 16);
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#ifdef REDSANALOG // Ease to it. Chillax. ~Red
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tempangle += R_PointToAngle2(0, 0, cmd->forwardmove*FRACUNIT, -cmd->sidemove*FRACUNIT);
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{
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fixed_t tweenvalue = max(abs(cmd->forwardmove), abs(cmd->sidemove));
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if (tweenvalue < 10 && (cmd->buttons & (BT_FORWARD|BT_BACKWARD)) == (BT_FORWARD|BT_BACKWARD)) {
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tempangle = (cmd->angleturn << 16);
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tweenvalue = 16;
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}
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tweenvalue *= tweenvalue*tweenvalue*1536;
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//if (player->pflags & PF_GLIDING)
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//tweenvalue >>= 1;
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tempangle -= player->mo->angle;
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if (tempangle < ANGLE_180 && tempangle > tweenvalue)
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player->mo->angle += tweenvalue;
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else if (tempangle >= ANGLE_180 && InvAngle(tempangle) > tweenvalue)
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player->mo->angle -= tweenvalue;
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else
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player->mo->angle += tempangle;
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}
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#else
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// Less math this way ~Red
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player->mo->angle = R_PointToAngle2(0, 0, cmd->forwardmove*FRACUNIT, -cmd->sidemove*FRACUNIT)+tempangle;
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#endif
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}
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// Otherwise, face the direction you're travelling.
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else if (player->panim == PA_WALK || player->panim == PA_RUN || player->panim == PA_ROLL
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/*|| ((player->mo->state >= &states[S_PLAY_ABL1] && player->mo->state <= &states[S_PLAY_SPC4]) && player->charability == CA_FLY)*/) // SRB2kart - idk
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player->mo->angle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
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// Update the local angle control.
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if (player == &players[consoleplayer])
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localangle[0] = player->mo->angle;
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else if (player == &players[displayplayers[1]])
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localangle[1] = player->mo->angle;
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else if (player == &players[displayplayers[2]])
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localangle[2] = player->mo->angle;
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else if (player == &players[displayplayers[3]])
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localangle[3] = player->mo->angle;
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}
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#endif
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///////////////////////////
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//BOMB SHIELD ACTIVATION,//
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//HOMING, AND OTHER COOL //
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@ -8373,26 +8288,7 @@ void P_PlayerThink(player_t *player)
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player->mo->reactiontime--;
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else if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT)
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{
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// SRB2kart - don't need no rope hangin'
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//if (player->pflags & PF_ROPEHANG)
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//{
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// if (!P_AnalogMove(player))
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// player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */);
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// ticruned++;
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// if ((cmd->angleturn & TICCMD_RECEIVED) == 0)
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// ticmiss++;
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// P_DoRopeHang(player);
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// P_SetPlayerMobjState(player->mo, S_PLAY_CARRY);
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// P_DoJumpStuff(player, &player->cmd);
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//}
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//else
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{
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P_DoZoomTube(player);
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//if (!(player->panim == PA_ROLL) && player->charability2 == CA2_SPINDASH) // SRB2kart
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// P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
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}
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P_DoZoomTube(player);
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player->rmomx = player->rmomy = 0; // no actual momentum from your controls
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P_ResetScore(player);
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}
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