Merge branch 'fix-sprint-respawn-finish-lines' into 'master'

Fix sprint maps, only no-clip through finish lines when lightsnaking back to the respawn waypoint

Closes #1108

See merge request KartKrew/Kart!2018
This commit is contained in:
Gunla 2024-03-06 04:12:49 +00:00
commit e13c3beca6

View file

@ -1906,12 +1906,31 @@ void P_SwitchWeather(preciptype_t newWeather)
P_SpawnPrecipitation();
}
static boolean K_IgnoreFinishLine(player_t *player)
{
// Lightsnake travels to the first waypoint in a straight
// line (init).
// This has the potential to inadvertently cross a finish
// line and remove a lap (happened on Hardhat Havoc).
// After the first waypoint, lightsnake follows the
// waypoints in order so it's not an issue there.
if (player->respawn.state == RESPAWNST_MOVE && player->respawn.init == true)
return true;
// If potential lap cheating has been detected, do not
// interact with the finish line at all.
if (player->bigwaypointgap)
return true;
return false;
}
// Passed over the finish line forwards
static void K_HandleLapIncrement(player_t *player)
{
if (player)
{
if (player->respawn.state == RESPAWNST_MOVE || player->bigwaypointgap)
if (K_IgnoreFinishLine(player))
return;
if (!G_TimeAttackStart() && leveltime < starttime && !(gametyperules & GTR_ROLLINGSTART))
{
@ -2184,7 +2203,7 @@ static void K_HandleLapDecrement(player_t *player)
{
if (player)
{
if (player->respawn.state == RESPAWNST_MOVE || player->bigwaypointgap)
if (K_IgnoreFinishLine(player))
return;
if ((player->cheatchecknum == 0) && (player->laps > 0))
{