mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2026-01-02 05:02:55 +00:00
Start condition rework
This commit is contained in:
parent
59ae7240f5
commit
e6091cc8b4
2 changed files with 109 additions and 79 deletions
142
src/k_kart.c
142
src/k_kart.c
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@ -135,7 +135,7 @@ boolean K_DuelItemAlwaysSpawns(mapthing_t *mt)
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boolean K_InRaceDuel(void)
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{
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return (
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inDuel &&
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inDuel &&
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(gametyperules & GTR_CIRCUIT) &&
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!(mapheaderinfo[gamemap-1]->levelflags & LF_SECTIONRACE) &&
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!specialstageinfo.valid &&
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@ -345,6 +345,7 @@ void K_TimerInit(void)
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if (G_TimeAttackStart())
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{
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starttime = TIMEATTACK_START; // Longest permitted start. No half-laps in reverse.
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rainbowstartavailable = true;
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// (Changed on finish line cross later, don't worry.)
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}
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@ -3773,7 +3774,7 @@ static void K_GetKartBoostPower(player_t *player)
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// This one's a little special: we add extra top speed per tic of ringboost stored up, to allow for Ring Box to really rocket away.
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// (We compensate when decrementing ringboost to avoid runaway exponential scaling hell.)
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fixed_t rb = FixedDiv(player->ringboost * FRACUNIT, max(FRACUNIT, K_RingDurationBoost(player)));
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fixed_t rp = ((9 - player->kartspeed) + (9 - player->kartweight)) * ((3*FRACUNIT/20)/16);
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fixed_t rp = ((9 - player->kartspeed) + (9 - player->kartweight)) * ((3*FRACUNIT/20)/16);
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ADDBOOST(
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ringboost_base + FixedMul(FRACUNIT / 1750, rb) + rp,
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4*FRACUNIT,
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@ -3801,7 +3802,7 @@ static void K_GetKartBoostPower(player_t *player)
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// Even when not inputting a turn, drift prediction is hard.
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// Turn solver will sometimes need to slightly turn to stay "aligned".
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// Award full boost even if turn solver creates a fractional miniturn.
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const INT16 inner_deadzone = KART_FULLTURN / 100;
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const INT16 inner_deadzone = KART_FULLTURN / 100;
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INT16 steer_threshold = FixedMul((FRACUNIT * player->kartweight) / 9, max_steer_threshold)>>FRACBITS;
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@ -4302,8 +4303,8 @@ void K_SpawnAmps(player_t *player, UINT8 amps, mobj_t *impact)
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UINT16 scaledamps = min(amps, amps * (10 + (9-player->kartspeed) - (9-player->kartweight)) / 10);
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// Debug print for scaledamps calculation
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// CONS_Printf("K_SpawnAmps: player=%s, amps=%d, kartspeed=%d, kartweight=%d, itemdistance=%d, itemdistmult=%0.2f, statscaledamps=%d, distscaledamps=%d\n",
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// player_names[player-players], amps, player->kartspeed, player->kartweight,
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// itemdistance, FixedToFloat(itemdistmult),
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// player_names[player-players], amps, player->kartspeed, player->kartweight,
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// itemdistance, FixedToFloat(itemdistmult),
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// min(amps, amps * (10 + (9-player->kartspeed) - (9-player->kartweight)) / 10),
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// FixedMul(scaledamps<<FRACBITS, itemdistmult)>>FRACBITS);
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scaledamps = FixedMul(scaledamps<<FRACBITS, itemdistmult)>>FRACBITS;
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@ -4362,8 +4363,8 @@ void K_AwardPlayerAmps(player_t *player, UINT8 amps)
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if (oldamps/AMPLEVEL != player->amps/AMPLEVEL)
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{
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UINT8 amplevel = player->amps / AMPLEVEL;
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static sfxenum_t bwips[7] = {sfx_mbs4c,
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sfx_mbs4d, sfx_mbs4e, sfx_mbs4f, sfx_mbs50,
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static sfxenum_t bwips[7] = {sfx_mbs4c,
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sfx_mbs4d, sfx_mbs4e, sfx_mbs4f, sfx_mbs50,
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sfx_mbs51, sfx_mbs52};
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amplevel = min(amplevel, 6);
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@ -4427,7 +4428,7 @@ void K_CheckpointCrossAward(player_t *player)
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//CONS_Printf("player: %s factor: %.2f exp: %d\n", player_names[player-players], FIXED_TO_FLOAT(player->gradingfactor), player->exp);
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if (!player->cangrabitems)
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player->cangrabitems = 1;
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K_AwardPlayerRings(player, (player->bot ? 20 : 10), true);
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// Update Duel scoring.
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@ -6672,7 +6673,7 @@ void K_SpawnFireworkTrail(mobj_t *mo)
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if (mo->player)
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dust->color = mo->player->skincolor;
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else
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else
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dust->color = mo->color;
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dust->colorized = true;
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@ -9358,7 +9359,7 @@ static void K_UpdateTripwire(player_t *player)
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else
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CONS_Printf("airtime: %d, twLen: %d, twAirLen: %d\n", player->airtime, player->tripwireLeniency, player->tripwireAirLeniency);
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*/
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if (boostExists)
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{
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// If player is MOSTLY on the ground.
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@ -9549,13 +9550,13 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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for (doubler = 0; doubler < 2; doubler++)
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{
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fixed_t heightOffset = player->mo->height + (24*player->mo->scale);
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if (P_IsObjectFlipped(player->mo))
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if (P_IsObjectFlipped(player->mo))
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{
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// This counteracts the offset added by K_FlipFromObject so it looks seamless from non-flipped.
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heightOffset += player->mo->height - FixedMul(player->mo->scale, player->mo->height);
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heightOffset *= P_MobjFlip(player->mo); // Fleep.
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}
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mobj_t *debtflag = P_SpawnMobj(player->mo->x + player->mo->momx, player->mo->y + player->mo->momy,
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player->mo->z + P_GetMobjZMovement(player->mo) + heightOffset, MT_THOK);
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@ -9630,6 +9631,54 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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K_DropItems(player);
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}
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if (G_TimeAttackStart() && !linecrossed && player->speed && leveltime > introtime)
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{
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linecrossed = leveltime;
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/*
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if (starttime > leveltime) // Overlong starts shouldn't reset time on cross
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{
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// Award some Amps for a fast start, to counterbalance Obvious Rainbow Driftboost
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tic_t starthaste = starttime - leveltime; // How much time we had left to cross
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starthaste = TIMEATTACK_START - starthaste; // How much time we wasted before crossing
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tic_t leniency = TICRATE*4; // How long we can take to cross with no penalty to amp payout
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if (starthaste <= leniency)
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starthaste = 0;
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else
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starthaste -= leniency;
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// fixed_t ampreward = Easing_OutQuart(starthaste*FRACUNIT/TIMEATTACK_START, 60*FRACUNIT, 0);
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// K_SpawnAmps(player, ampreward/FRACUNIT, player->mo);
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UINT8 baseboost = 125;
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player->startboost = Easing_OutQuart(starthaste*FRACUNIT/TIMEATTACK_START, baseboost, 0);
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if (player->startboost == baseboost)
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{
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K_SpawnDriftBoostExplosion(player, 4);
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K_SpawnDriftElectricSparks(player, SKINCOLOR_SILVER, false);
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}
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else
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{
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K_SpawnDriftBoostExplosion(player, 3);
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// K_SpawnDriftElectricSparks(player, SKINCOLOR_SILVER, false);
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}
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// And reset our time to 0.
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starttime = leveltime;
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}
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*/
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starttime = leveltime;
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if (demo.recording)
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demo_extradata[player-players] |= DXD_START;
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Music_Stop("position");
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}
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if (player->transfer)
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{
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if (player->fastfall)
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@ -9667,7 +9716,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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sub = diff * (sub > 0 ? 1 : -1);
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player->mo->momz -= sub;
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}
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}
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else
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{
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@ -10093,7 +10142,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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player->invincibilitytimer--;
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if (player->invincibilitytimer && K_PlayerScamPercentage(player, 1))
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player->invincibilitytimer--;
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// Extra tripwire leniency for the end of invincibility
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if (player->invincibilitytimer <= 0) {
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player->tripwireLeniency = max( player->tripwireLeniency, TICRATE );
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@ -10104,7 +10153,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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{
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// freeze the stunned timer while baildrop is active
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// while retaining the value that was initially set
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player->stunned++;
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player->stunned++;
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mobj_t *pmo = player->mo;
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// particle spawn
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@ -10174,7 +10223,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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if (player->amps > 0)
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K_DefensiveOverdrive(player);
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P_StartQuakeFromMobj(7, 50 * player->mo->scale, 2048 * player->mo->scale, player->mo);
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P_StartQuakeFromMobj(7, 50 * player->mo->scale, 2048 * player->mo->scale, player->mo);
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player->bailhitlag = false;
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}
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@ -13272,6 +13321,9 @@ static void K_KartSpindashDust(mobj_t *parent)
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);
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flip = P_MobjFlip(dust);
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if (G_TimeAttackStart() && leveltime < starttime)
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dust->scale = 3 * dust->scale / 2;
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dust->momx = FixedMul(hmomentum, FINECOSINE(ang >> ANGLETOFINESHIFT));
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dust->momy = FixedMul(hmomentum, FINESINE(ang >> ANGLETOFINESHIFT));
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dust->momz = vmomentum * flip;
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@ -13334,6 +13386,12 @@ static void K_KartSpindash(player_t *player)
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{
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fixed_t thrust = FixedMul(player->mo->scale, min(player->spindash, MAXCHARGETIME)*FRACUNIT/5);
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if (G_TimeAttackStart() && leveltime < starttime)
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{
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thrust *= 2;
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player->spindashspeed += FRACUNIT/2;
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}
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// Old behavior, before emergency zero-ring spindash
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/*
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if (gametyperules & GTR_CLOSERPLAYERS)
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@ -13467,16 +13525,30 @@ static void K_KartSpindash(player_t *player)
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{
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UINT8 ringdropframes = 2 + (player->kartspeed + player->kartweight);
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boolean spawnOldEffect = true;
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boolean normalsound = true;
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INT16 chargetime = MAXCHARGETIME - ++player->spindash;
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if (player->rings <= 0 && chargetime >= 0) // Desperation spindash
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{
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player->spindash++;
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normalsound = false;
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if (!S_SoundPlaying(player->mo, sfx_kc38))
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S_StartSound(player->mo, sfx_kc38);
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}
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if (G_TimeAttackStart() && leveltime < starttime && chargetime >= 0)
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{
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if (player->spindash == 1)
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{
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S_ReducedVFXSound(player->mo, sfx_s3kab, player);
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S_ReducedVFXSound(player->mo, sfx_s3k9c, player);
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}
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normalsound = false;
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player->spindash += 4;
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}
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if (player->spindash >= SPINDASHTHRUSTTIME)
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{
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K_KartSpindashDust(player->mo);
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@ -13514,7 +13586,7 @@ static void K_KartSpindash(player_t *player)
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while ((soundcharge += ++add) < chargetime);
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if (soundcharge == chargetime)
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if (soundcharge == chargetime && normalsound)
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{
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if (spawnOldEffect == true)
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K_SpawnDashDustRelease(player);
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@ -13728,7 +13800,7 @@ fixed_t K_PlayerBaseFriction(const player_t *player, fixed_t original)
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{
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INT16 myradius = FixedDiv(player->currentwaypoint->mobj->radius, mapobjectscale) / FRACUNIT;
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INT16 SMALL_WAYPOINT = 450;
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if (myradius < SMALL_WAYPOINT)
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errorfrict *= 2;
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}
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@ -14039,7 +14111,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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// ...which nullifies a lot of designed advantages for accel types and high-weight racers.
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//
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// In addition, it's at Gear 3 Thunderdome speed, which can make it hard for heavies to
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// take strong lines without brakedrifting.
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// take strong lines without brakedrifting.
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//
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// To try and help close this gap, we fudge Ring Box payouts to allow weaker characters
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// better access to things that make them go fast, without changing core handling.
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@ -14063,7 +14135,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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// Scale from base payout at 9/1 to max payout at 1/9.
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award += Easing_InCubic(FRACUNIT*total/maxtotal, 0, 9*baseaward/10);
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// And, because we don't have to give a damn about sandbagging, up the stakes the longer we progress!
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// And, because we don't have to give a damn about sandbagging, up the stakes the longer we progress!
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if (gametyperules & GTR_CIRCUIT)
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{
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if (K_GetNumGradingPoints())
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@ -14201,7 +14273,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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else if (!(player->instaWhipCharge >= INSTAWHIP_CHARGETIME && P_PlayerInPain(player))) // Allow reversal whip
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player->instaWhipCharge = 0;
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}
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if (player->cmd.buttons & BT_BAIL && (player->cmd.buttons & BT_RESPAWNMASK) != BT_RESPAWNMASK)
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{
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if (leveltime < introtime || (gametyperules & GTR_SPHERES))
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@ -14835,7 +14907,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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mobj_t *at1 = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_LIGHTNINGATTACK_VISUAL);
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mobj_t *at2 = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_LIGHTNINGATTACK_VISUAL);
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mobj_t *at3 = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_LIGHTNINGATTACK_VISUAL);
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P_SetMobjState(at1, S_THNG);
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P_SetMobjState(at2, S_THND);
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P_SetMobjState(at3, S_THNH);
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@ -14846,7 +14918,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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P_SetTarget(&at1->target, player->mo);
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P_SetTarget(&at2->target, player->mo);
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P_SetTarget(&at3->target, player->mo);
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S_StartSound(player->mo, LIGHTNING_SOUND);
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}
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break;
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@ -14902,7 +14974,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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if (player->curshield != KSHIELD_BUBBLE)
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{
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mobj_t *shield = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_BUBBLESHIELD);
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// MT_BUBBLESHIELD doesn't have MF_NOBLOCKMAP so we need to remove this manually.
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// MT_BUBBLESHIELD doesn't have MF_NOBLOCKMAP so we need to remove this manually.
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// Otherwise if you roll a bubble shield while flipped, the visuals look too mismatched.
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shield->eflags &= ~MFE_VERTICALFLIP;
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P_SetScale(shield, (shield->destscale = (5*shield->destscale)>>2));
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@ -15086,14 +15158,14 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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if (ATTACK_IS_DOWN && !HOLDING_ITEM && NO_HYUDORO)
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{
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S_StartSound(player->mo, sfx_gsha7);
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if (P_IsObjectOnGround(player->mo)) // facing angle blends w/ momentum angle for game-feel
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if (P_IsObjectOnGround(player->mo)) // facing angle blends w/ momentum angle for game-feel
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{
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P_Thrust(player->mo, player->mo->angle, 25*player->mo->scale);
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P_Thrust(player->mo, K_MomentumAngle(player->mo), 25*player->mo->scale);
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P_Thrust(player->mo, player->mo->angle, 25*player->mo->scale);
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P_Thrust(player->mo, K_MomentumAngle(player->mo), 25*player->mo->scale);
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}
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else // air version is momentum angle only, reduces cheese, is twice as strong to compensate
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{
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P_Thrust(player->mo, K_MomentumAngle(player->mo), 50*player->mo->scale);
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P_Thrust(player->mo, K_MomentumAngle(player->mo), 50*player->mo->scale);
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}
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UINT8 numsparks = 8;
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@ -16362,7 +16434,7 @@ boolean K_PlayerCanUseItem(player_t *player)
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return (player->mo->health > 0 && !player->spectator && !P_PlayerInPain(player) && !mapreset && leveltime > introtime);
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}
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// ===
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// ===
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// THE EXP ZONE
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// ===
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@ -16376,7 +16448,7 @@ static boolean K_IsValidOpponent(player_t *me, player_t *them)
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return false;
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if (G_SameTeam(me, them))
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return false;
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return true;
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}
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@ -16471,7 +16543,7 @@ UINT16 K_GetEXP(player_t *player)
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if (modeattacking)
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exp = 100 * player->gradingpointnum / numgradingpoints;
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// CONS_Printf("Player %s numgradingpoints=%d gradingpoint=%d targetminexp=%d targetmaxexp=%d factor=%.2f factormin=%.2f factormax=%.2f exp=%d\n",
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// CONS_Printf("Player %s numgradingpoints=%d gradingpoint=%d targetminexp=%d targetmaxexp=%d factor=%.2f factormin=%.2f factormax=%.2f exp=%d\n",
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// player_names[player - players], numgradingpoints, player->gradingpointnum, targetminexp, targetmaxexp, FIXED_TO_FLOAT(player->gradingfactor), FIXED_TO_FLOAT(factormin), FIXED_TO_FLOAT(factormax), exp);
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return exp;
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@ -16485,7 +16557,7 @@ UINT32 K_GetNumGradingPoints(void)
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return numlaps * (1 + Obj_GetCheckpointCount());
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}
|
||||
|
||||
// ===
|
||||
// ===
|
||||
// END EXP ZONE
|
||||
// ===
|
||||
|
||||
|
|
@ -16504,7 +16576,7 @@ boolean K_IsPickMeUpItem(mobjtype_t type)
|
|||
extern consvar_t cv_debugpickmeup;
|
||||
if (cv_debugpickmeup.value)
|
||||
return false;
|
||||
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case MT_JAWZ:
|
||||
|
|
@ -16683,7 +16755,7 @@ boolean K_TryPickMeUp(mobj_t *m1, mobj_t *m2, boolean allowHostile)
|
|||
if (!K_PickUp(victim->player, inflictor))
|
||||
return false;
|
||||
|
||||
K_AddHitLag(victim, 3, false);
|
||||
K_AddHitLag(victim, 3, false);
|
||||
|
||||
P_RemoveMobj(inflictor);
|
||||
return true;
|
||||
|
|
@ -16710,7 +16782,7 @@ fixed_t K_TeamComebackMultiplier(player_t *player)
|
|||
else
|
||||
theirdistance += K_GetItemRouletteDistance(&players[i], players[i].itemRoulette.playing);
|
||||
}
|
||||
|
||||
|
||||
fixed_t multiplier = FixedDiv(ourdistance, theirdistance);
|
||||
multiplier = min(multiplier, 3*FRACUNIT);
|
||||
multiplier = max(multiplier, FRACUNIT);
|
||||
|
|
|
|||
46
src/p_spec.c
46
src/p_spec.c
|
|
@ -2038,49 +2038,6 @@ static void K_HandleLapIncrement(player_t *player)
|
|||
K_UpdateAllPlayerPositions(); // P_DoPlayerExit calls this
|
||||
}
|
||||
|
||||
if (G_TimeAttackStart() && !linecrossed)
|
||||
{
|
||||
linecrossed = leveltime;
|
||||
if (starttime > leveltime) // Overlong starts shouldn't reset time on cross
|
||||
{
|
||||
// Award some Amps for a fast start, to counterbalance Obvious Rainbow Driftboost
|
||||
|
||||
tic_t starthaste = starttime - leveltime; // How much time we had left to cross
|
||||
starthaste = TIMEATTACK_START - starthaste; // How much time we wasted before crossing
|
||||
|
||||
tic_t leniency = TICRATE*4; // How long we can take to cross with no penalty to amp payout
|
||||
|
||||
if (starthaste <= leniency)
|
||||
starthaste = 0;
|
||||
else
|
||||
starthaste -= leniency;
|
||||
|
||||
// fixed_t ampreward = Easing_OutQuart(starthaste*FRACUNIT/TIMEATTACK_START, 60*FRACUNIT, 0);
|
||||
// K_SpawnAmps(player, ampreward/FRACUNIT, player->mo);
|
||||
|
||||
UINT8 baseboost = 125;
|
||||
|
||||
player->startboost = Easing_OutQuart(starthaste*FRACUNIT/TIMEATTACK_START, baseboost, 0);
|
||||
|
||||
if (player->startboost == baseboost)
|
||||
{
|
||||
K_SpawnDriftBoostExplosion(player, 4);
|
||||
K_SpawnDriftElectricSparks(player, SKINCOLOR_SILVER, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
K_SpawnDriftBoostExplosion(player, 3);
|
||||
// K_SpawnDriftElectricSparks(player, SKINCOLOR_SILVER, false);
|
||||
}
|
||||
|
||||
// And reset our time to 0.
|
||||
starttime = leveltime;
|
||||
}
|
||||
if (demo.recording)
|
||||
demo_extradata[player-players] |= DXD_START;
|
||||
Music_Stop("position");
|
||||
}
|
||||
|
||||
if (rainbowstartavailable == true && player->mo->hitlag == 0)
|
||||
{
|
||||
if (K_InRaceDuel())
|
||||
|
|
@ -2097,7 +2054,8 @@ static void K_HandleLapIncrement(player_t *player)
|
|||
|
||||
K_SpawnDriftBoostExplosion(player, 4);
|
||||
K_SpawnDriftElectricSparks(player, SKINCOLOR_SILVER, false);
|
||||
K_SpawnAmps(player, (K_InRaceDuel()) ? 20 : 35, player->mo);
|
||||
if (!G_TimeAttackStart())
|
||||
K_SpawnAmps(player, (K_InRaceDuel()) ? 20 : 35, player->mo);
|
||||
|
||||
if (g_teamplay)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue