mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-12-04 15:12:58 +00:00
Merge branch 'finish-line-beam' into 'master'
Finish line beam See merge request KartKrew/Kart!312
This commit is contained in:
commit
df40ce6399
6 changed files with 284 additions and 6 deletions
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@ -9398,6 +9398,15 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_SPINDASHDUST",
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"S_SPINDASHWIND",
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// Finish line beam
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"S_FINISHBEAM1",
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"S_FINISHBEAM2",
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"S_FINISHBEAM3",
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"S_FINISHBEAM4",
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"S_FINISHBEAM5",
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"S_FINISHBEAMEND1",
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"S_FINISHBEAMEND2",
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#ifdef SEENAMES
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"S_NAMECHECK",
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#endif
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17
src/info.c
17
src/info.c
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@ -732,15 +732,17 @@ char sprnames[NUMSPRITES + 1][5] =
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"GCHA", // follower: generic chao
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"CHEZ", // follower: cheese
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// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later
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"VIEW",
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"DBCL", // Drift boost clip
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"DBNC", // Drift boost clip's sparks
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"DBST", // Drift boost plume
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"SDDS", // Spindash dust
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"SDWN", // Spindash wind
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"FLBM",
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// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later
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"VIEW",
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};
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char spr2names[NUMPLAYERSPRITES][5] =
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@ -5115,6 +5117,15 @@ state_t states[NUMSTATES] =
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{SPR_SDDS, FF_ANIMATE, 9, {NULL}, 9, 1, S_NULL}, // S_SPINDASHDUST
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{SPR_SDWN, FF_ANIMATE|FF_PAPERSPRITE, 18, {NULL}, 9, 2, S_NULL}, // S_SPINDASHWIND
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// Finish line beam
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{SPR_FLBM, FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_NULL}, // S_FINISHBEAM1
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{SPR_FLBM, FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_NULL}, // S_FINISHBEAM2
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{SPR_FLBM, FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_NULL}, // S_FINISHBEAM3
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{SPR_FLBM, FF_FULLBRIGHT|3, 1, {NULL}, 0, 0, S_NULL}, // S_FINISHBEAM4
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{SPR_FLBM, FF_FULLBRIGHT|4, 1, {NULL}, 0, 0, S_NULL}, // S_FINISHBEAM5
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{SPR_FLBM, FF_PAPERSPRITE|5, 1, {NULL}, 0, 0, S_NULL}, // S_FINISHBEAMEND1
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{SPR_FLBM, FF_PAPERSPRITE|6, 1, {NULL}, 0, 0, S_NULL}, // S_FINISHBEAMEND2
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#ifdef SEENAMES
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{SPR_NULL, 0, 1, {NULL}, 0, 0, S_NULL}, // S_NAMECHECK
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#endif
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16
src/info.h
16
src/info.h
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@ -1003,9 +1003,6 @@ typedef enum sprite
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SPR_GCHA, // follower: generic chao
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SPR_CHEZ, // follower: cheese
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// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later
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SPR_VIEW,
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SPR_DBCL, // Drift boost clip
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SPR_DBNC, // Drift boost clip's sparks
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SPR_DBST, // Drift boost plume
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@ -1013,6 +1010,11 @@ typedef enum sprite
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SPR_SDDS, // Spindash dust
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SPR_SDWN, // Spindash wind
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SPR_FLBM, // Finish line beam
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// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later
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SPR_VIEW,
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SPR_FIRSTFREESLOT,
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SPR_LASTFREESLOT = SPR_FIRSTFREESLOT + NUMSPRITEFREESLOTS - 1,
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NUMSPRITES
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@ -5271,6 +5273,14 @@ typedef enum state
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S_SPINDASHDUST,
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S_SPINDASHWIND,
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S_FINISHBEAM1,
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S_FINISHBEAM2,
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S_FINISHBEAM3,
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S_FINISHBEAM4,
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S_FINISHBEAM5,
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S_FINISHBEAMEND1,
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S_FINISHBEAMEND2,
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#ifdef SEENAMES
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S_NAMECHECK,
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#endif
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244
src/k_kart.c
244
src/k_kart.c
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@ -3106,6 +3106,250 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I
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return NULL;
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}
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// Spawns the finish line fault-indicator effect
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#define FINISHLINEBEAM_SPACING (48*mapobjectscale)
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static void K_DrawFinishLineBeamForLine(fixed_t offset, angle_t aiming, line_t *line, boolean reverse)
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{
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const fixed_t linelength = P_AproxDistance(line->dx, line->dy);
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const fixed_t xstep = FixedDiv(line->dx, linelength);
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const fixed_t ystep = FixedDiv(line->dy, linelength);
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fixed_t linex = line->v1->x;
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fixed_t liney = line->v1->y;
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angle_t lineangle = R_PointToAngle2(0, 0, line->dx, line->dy) + ANGLE_90;
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UINT8 i;
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if (line->flags & ML_NOCLIMB)
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{
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// Line is flipped
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lineangle += ANGLE_180;
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}
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linex += FixedMul(offset, xstep);
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liney += FixedMul(offset, ystep);
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while (offset < linelength)
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{
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#define COLORCYCLELEN 10
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const UINT8 colorcycle[COLORCYCLELEN] = {
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SKINCOLOR_PERIWINKLE,
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SKINCOLOR_SLATE,
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SKINCOLOR_BLOSSOM,
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SKINCOLOR_RASPBERRY,
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SKINCOLOR_ORANGE,
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SKINCOLOR_YELLOW,
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SKINCOLOR_LIME,
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SKINCOLOR_TURTLE,
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SKINCOLOR_ROBIN,
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SKINCOLOR_JAWZ
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};
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const UINT8 numframes = 5;
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const angle_t framethreshold = ANGLE_180 / (numframes-1);
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const angle_t frameaim = aiming + (framethreshold / 2);
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fixed_t x, y, z;
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UINT8 spriteframe = 0;
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x = linex + FixedMul(FixedMul(FINISHLINEBEAM_SPACING, FINECOSINE(lineangle >> ANGLETOFINESHIFT)), FINECOSINE(aiming >> ANGLETOFINESHIFT));
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y = liney + FixedMul(FixedMul(FINISHLINEBEAM_SPACING, FINESINE(lineangle >> ANGLETOFINESHIFT)), FINECOSINE(aiming >> ANGLETOFINESHIFT));
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z = FINISHLINEBEAM_SPACING + FixedMul(FINISHLINEBEAM_SPACING, FINESINE(aiming >> ANGLETOFINESHIFT));
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if (leveltime >= starttime)
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{
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spriteframe = 4; // Weakest sprite when passable
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}
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else if (frameaim > ANGLE_180)
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{
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spriteframe = (ANGLE_MAX - frameaim) / framethreshold;
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}
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else
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{
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spriteframe = frameaim / framethreshold;
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}
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for (i = 0; i <= r_splitscreen; i++)
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{
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if (playeringame[displayplayers[i]] && players[displayplayers[i]].mo && !P_MobjWasRemoved(players[displayplayers[i]].mo))
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{
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mobj_t *beam;
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beam = P_SpawnMobj(x, y, players[displayplayers[i]].mo->z + z, MT_THOK);
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P_SetMobjState(beam, S_FINISHBEAM1 + spriteframe);
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beam->colorized = true;
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beam->drawflags = MFD_DONTDRAW & ~K_GetPlayerDontDrawFlag(&players[displayplayers[i]]);
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if (reverse)
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{
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beam->color = colorcycle[((leveltime / 4) + (COLORCYCLELEN/2)) % COLORCYCLELEN];
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}
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else
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{
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beam->color = colorcycle[(leveltime / 4) % COLORCYCLELEN];
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}
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}
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}
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offset += FINISHLINEBEAM_SPACING;
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linex += FixedMul(FINISHLINEBEAM_SPACING, xstep);
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liney += FixedMul(FINISHLINEBEAM_SPACING, ystep);
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if (reverse)
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{
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aiming -= ANGLE_45;
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}
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else
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{
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aiming += ANGLE_45;
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}
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}
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for (i = 0; i <= r_splitscreen; i++)
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{
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if (playeringame[displayplayers[i]] && players[displayplayers[i]].mo && !P_MobjWasRemoved(players[displayplayers[i]].mo))
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{
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UINT8 j;
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for (j = 0; j < 2; j++)
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{
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vertex_t *v = line->v1;
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mobj_t *end1, *end2;
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angle_t a = R_PointToAngle2(0, 0, line->dx, line->dy);
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fixed_t sx;
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fixed_t sy;
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//if (line->flags & ML_NOCLIMB)
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//{
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//a += ANGLE_180;
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//}
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sx = FixedMul(3*mapobjectscale, FINECOSINE(a >> ANGLETOFINESHIFT));
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sy = FixedMul(3*mapobjectscale, FINESINE(a >> ANGLETOFINESHIFT));
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if (j == 1)
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{
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v = line->v2;
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sx = -sx;
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sy = -sy;
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}
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end1 = P_SpawnMobj(
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v->x + sx,
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v->y + sy,
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players[displayplayers[i]].mo->z + FINISHLINEBEAM_SPACING,
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MT_THOK
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);
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P_SetMobjState(end1, S_FINISHBEAMEND1);
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end1->drawflags = MFD_DONTDRAW & ~K_GetPlayerDontDrawFlag(&players[displayplayers[i]]);
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end1->angle = lineangle;
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end2 = P_SpawnMobj(
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v->x + (8*sx),
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v->y + (8*sy),
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players[displayplayers[i]].mo->z + FINISHLINEBEAM_SPACING,
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MT_THOK
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);
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P_SetMobjState(end2, S_FINISHBEAMEND2);
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end2->drawflags = MFD_DONTDRAW & ~K_GetPlayerDontDrawFlag(&players[displayplayers[i]]);
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end2->angle = lineangle;
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P_SetTarget(&end2->tracer, end1);
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end2->flags2 |= MF2_LINKDRAW;
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}
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}
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}
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}
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void K_RunFinishLineBeam(void)
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{
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INT64 bounds[4];
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angle_t angle = 0;
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UINT32 flags = 0;
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boolean valid = false;
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UINT32 i;
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if (!(leveltime < starttime || rainbowstartavailable == true))
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{
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return;
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}
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// this does NOT support finish lines that curve.
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// I wanted to! But I have a headache from trying to code it for like, 3 hours!
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// so I'm not!
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bounds[0] = INT64_MAX; // min x
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bounds[1] = INT64_MIN; // max x
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bounds[2] = INT64_MAX; // min y
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bounds[3] = INT64_MIN; // max y
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for (i = 0; i < numlines; i++)
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{
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if (lines[i].special == 2001)
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{
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angle_t thisAngle = R_PointToAngle2(0, 0, lines[i].dx, lines[i].dy);
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bounds[0] = min(bounds[0], min(lines[i].v1->x, lines[i].v2->x)); // min x
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bounds[1] = max(bounds[1], max(lines[i].v1->x, lines[i].v2->x)); // max x
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bounds[2] = min(bounds[2], min(lines[i].v1->y, lines[i].v2->y)); // min y
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bounds[3] = max(bounds[3], max(lines[i].v1->y, lines[i].v2->y)); // max y
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if (valid == false)
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{
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angle = thisAngle;
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flags = lines[i].flags;
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}
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else if (angle != thisAngle)
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{
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valid = false;
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break;
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}
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valid = true;
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}
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}
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if (valid == true)
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{
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fixed_t span = P_AproxDistance(bounds[1] - bounds[0], bounds[3] - bounds[2]) / 2;
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fixed_t cx = (bounds[0] + bounds[1]) / 2;
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fixed_t cy = (bounds[2] + bounds[3]) / 2;
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vertex_t v1, v2; // fake vertexes
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line_t junk; // fake linedef
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const angle_t angoffset = ANGLE_45;
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const angle_t angadd = ANGLE_11hh;
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const fixed_t speed = 6 * mapobjectscale;
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fixed_t offseta = (leveltime * speed) % FINISHLINEBEAM_SPACING;
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angle_t aiminga = (angoffset * -((leveltime * speed) / FINISHLINEBEAM_SPACING)) + (angadd * leveltime);
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fixed_t offsetb = FINISHLINEBEAM_SPACING - offseta;
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angle_t aimingb = (angoffset * -((leveltime * speed) / FINISHLINEBEAM_SPACING)) - (angadd * leveltime);
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v1.x = cx - FixedMul(span, FINECOSINE(angle >> ANGLETOFINESHIFT));
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v1.y = cy - FixedMul(span, FINESINE(angle >> ANGLETOFINESHIFT));
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v2.x = cx + FixedMul(span, FINECOSINE(angle >> ANGLETOFINESHIFT));
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v2.y = cy + FixedMul(span, FINESINE(angle >> ANGLETOFINESHIFT));
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junk.v1 = &v1;
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junk.v2 = &v2;
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junk.dx = v2.x - v1.x;
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junk.dy = v2.y - v1.y;
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junk.flags = flags;
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K_DrawFinishLineBeamForLine(offseta, aiminga, &junk, false);
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K_DrawFinishLineBeamForLine(offsetb, aimingb, &junk, true);
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}
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}
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#undef FINISHLINEBEAM_SPACING
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UINT16 K_DriftSparkColor(player_t *player, INT32 charge)
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{
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INT32 ds = K_GetKartDriftSparkValue(player);
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@ -52,6 +52,7 @@ void K_DestroyBumpers(player_t *player, UINT8 amount);
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void K_TakeBumpersFromPlayer(player_t *player, player_t *victim, UINT8 amount);
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void K_SpawnKartExplosion(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, angle_t rotangle, boolean spawncenter, boolean ghostit, mobj_t *source);
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void K_SpawnMineExplosion(mobj_t *source, UINT8 color);
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void K_RunFinishLineBeam(void);
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UINT16 K_DriftSparkColor(player_t *player, INT32 charge);
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void K_SpawnBoostTrail(player_t *player);
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void K_SpawnSparkleTrail(mobj_t *mo);
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@ -332,6 +332,9 @@ static inline void P_RunThinkers(void)
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ps_thlist_times[i] = I_GetTimeMicros() - ps_thlist_times[i];
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}
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if (gametyperules & GTR_CIRCUIT)
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K_RunFinishLineBeam();
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if (gametyperules & GTR_PAPERITEMS)
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K_RunPaperItemSpawners();
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