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https://github.com/KartKrewDev/RingRacers.git
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Write the rest of the owl
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3 changed files with 121 additions and 101 deletions
219
src/k_director.c
219
src/k_director.c
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@ -13,68 +13,30 @@
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#include "p_local.h"
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#define SWITCHTIME TICRATE*5
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#define DEBOUNCETIME TICRATE*2
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#define DEBOUNCETIME TICRATE/6
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#define BOREDOMTIME 3*TICRATE/2
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#define TRANSFERTIME TICRATE
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#define BREAKAWAYDIST 4000
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#define CONFUSINGDIST 250
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#define WALKBACKDIST 600
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#define PINCHDIST 30000
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INT32 FindPlayerByPlace(INT32 place);
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void K_UpdateDirectorPositions(void);
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boolean K_CanSwitchDirector(void);
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fixed_t K_GetFinishGap(INT32 leader, INT32 follower);
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void K_DirectorSwitch(INT32 player);
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void K_DirectorSwitch(INT32 player, boolean force);
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void K_DirectorFollowAttack(player_t *player, mobj_t *inflictor, mobj_t *source);
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void K_UpdateDirector(void);
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void K_DirectorForceSwitch(INT32 player, INT32 time);
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INT32 cooldown = 0;
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INT32 bored = 0;
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INT32 positions[MAXPLAYERS] = {0};
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INT32 confidence[MAXPLAYERS] = {0};
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INT32 cooldown = 0; // how long has it been since we last switched?
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INT32 freeze = 0; // when nonzero, fixed switch pending, freeze logic!
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INT32 attacker = 0; // who to switch to when freeze delay elapses
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INT32 maxdist = 0;
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INT32 freeze = 0;
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INT32 attacker = 0;
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INT32 sortedplayers[MAXPLAYERS] = {0}; // position-1 goes in, player index comes out.
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INT32 gap[MAXPLAYERS] = {0}; // gap between a given position and their closest pursuer
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INT32 boredom[MAXPLAYERS] = {0}; // how long has a given position had no credible attackers?
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INT32 FindPlayerByPlace(INT32 place)
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{
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INT32 playernum;
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for (playernum = 0; playernum < MAXPLAYERS; ++playernum)
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if (playeringame[playernum])
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{
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if (players[playernum].position == place)
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{
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return playernum;
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}
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}
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return -1;
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}
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void K_UpdateDirectorPositions(void) {
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INT32 playernum;
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for (playernum = 0; playernum < MAXPLAYERS; ++playernum)
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if (playeringame[playernum])
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{
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if (players[playernum].position == positions[playernum]) {
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confidence[playernum]++;
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}
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else {
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confidence[playernum] = 0;
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positions[playernum] = players[playernum].position;
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}
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} else {
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positions[playernum] = 0;
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confidence[playernum] = 0;
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}
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}
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boolean K_CanSwitchDirector(void) {
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INT32 *displayplayerp = &displayplayers[0];
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if (players[*displayplayerp].trickpanel > 0) {
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// CONS_Printf("NO SWITCH, panel");
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return false;
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}
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return cooldown >= SWITCHTIME;
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}
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fixed_t K_GetFinishGap(INT32 leader, INT32 follower) {
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fixed_t dista = players[follower].distancetofinish;
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@ -86,31 +48,88 @@ fixed_t K_GetFinishGap(INT32 leader, INT32 follower) {
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}
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}
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void K_DirectorSwitch(INT32 player) {
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if (!K_CanSwitchDirector())
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void K_UpdateDirectorPositions(void) {
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INT32 playernum;
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memset(sortedplayers, -1, sizeof(sortedplayers));
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for (playernum = 0; playernum < MAXPLAYERS; ++playernum) {
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if (playeringame[playernum])
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sortedplayers[players[playernum].position-1] = playernum;
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}
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memset(gap, INT32_MAX, sizeof(gap));
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for (playernum = 0; playernum < MAXPLAYERS-1; ++playernum) {
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if (sortedplayers[playernum] == -1 || sortedplayers[playernum+1] == -1)
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break;
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gap[playernum] = P_ScaleFromMap(K_GetFinishGap(sortedplayers[playernum], sortedplayers[playernum+1]), FRACUNIT);
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if (gap[playernum] >= BREAKAWAYDIST)
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boredom[playernum] = min(BOREDOMTIME*2, boredom[playernum]+1);
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else if (boredom[playernum] > 0)
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boredom[playernum]--;
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}
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maxdist = P_ScaleFromMap(players[sortedplayers[0]].distancetofinish, FRACUNIT);
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}
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boolean K_CanSwitchDirector(void) {
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INT32 *displayplayerp = &displayplayers[0];
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if (players[*displayplayerp].trickpanel > 0)
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return false;
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return cooldown >= SWITCHTIME;
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}
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void K_DirectorSwitch(INT32 player, boolean force) {
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if (P_IsDisplayPlayer(&players[player]))
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return;
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if (!force && !K_CanSwitchDirector())
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return;
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// CONS_Printf("SWITCHING: %s\n", player_names[player]);
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G_ResetView(1, player, true);
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cooldown = 0;
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}
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void K_DirectorForceSwitch(INT32 player, INT32 time) {
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attacker = player;
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freeze = time;
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}
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void K_DirectorFollowAttack(player_t *player, mobj_t *inflictor, mobj_t *source) {
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if (!P_IsDisplayPlayer(player))
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return;
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if (inflictor && inflictor->player) {
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// CONS_Printf("INFLICTOR SET\n");
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attacker = inflictor->player-players;
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freeze = TRANSFERTIME;
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cooldown = SWITCHTIME;
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if (inflictor && inflictor->player)
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K_DirectorForceSwitch(inflictor->player-players, TRANSFERTIME);
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if (source && source->player)
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K_DirectorForceSwitch(source->player-players, TRANSFERTIME);
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}
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void K_DrawDirectorDebugger(void) {
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INT32 playernum;
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INT32 leader;
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INT32 follower;
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INT32 ytxt;
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V_DrawThinString(10, 0, V_70TRANS, va("PLACE"));
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V_DrawThinString(40, 0, V_70TRANS, va("CONF?"));
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V_DrawThinString(80, 0, V_70TRANS, va("GAP"));
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V_DrawThinString(120, 0, V_70TRANS, va("BORED"));
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V_DrawThinString(150, 0, V_70TRANS, va("COOLDOWN: %d", cooldown));
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V_DrawThinString(230, 0, V_70TRANS, va("MAXDIST: %d", maxdist));
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for (playernum = 0; playernum < MAXPLAYERS-1; ++playernum) {
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ytxt = 10*playernum+10;
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leader = sortedplayers[playernum];
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follower = sortedplayers[playernum+1];
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if (leader == -1 || follower == -1)
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break;
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V_DrawThinString(10, ytxt, V_70TRANS, va("%d", playernum));
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V_DrawThinString(20, ytxt, V_70TRANS, va("%d", playernum+1));
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if (players[leader].positiondelay)
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V_DrawThinString(40, ytxt, V_70TRANS, va("NG"));
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V_DrawThinString(80, ytxt, V_70TRANS, va("%d", gap[playernum]));
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if (boredom[playernum] >= BOREDOMTIME)
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V_DrawThinString(120, ytxt, V_70TRANS, va("BORED"));
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else
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V_DrawThinString(120, ytxt, V_70TRANS, va("%d", boredom[playernum]));
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V_DrawThinString(150, ytxt, V_70TRANS, va("%s", player_names[leader]));
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V_DrawThinString(230, ytxt, V_70TRANS, va("%s", player_names[follower]));
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}
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if (source && source->player) {
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// CONS_Printf("SOURCE SET\n");
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attacker = source->player-players;
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freeze = TRANSFERTIME;
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cooldown = SWITCHTIME;
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}
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// CONS_Printf("FOLLOW ATTACK\n");
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// CONS_Printf(M_GetText("%s attacked\n"), player_names[attacker]);
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}
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void K_UpdateDirector(void) {
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@ -120,50 +139,48 @@ void K_UpdateDirector(void) {
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K_UpdateDirectorPositions();
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cooldown++;
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if (freeze >= 1) {
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// CONS_Printf("FROZEN\n");
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if (freeze == 1) {
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K_DirectorSwitch(attacker);
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// CONS_Printf("ATTACKER SWITCH\n");
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}
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// handle pending forced switches
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if (freeze > 0) {
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if (freeze == 1)
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K_DirectorSwitch(attacker, true);
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freeze--;
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return;
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}
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for(targetposition = 2; targetposition < MAXPLAYERS; targetposition++) {
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INT32 leader = FindPlayerByPlace(targetposition - 1);
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INT32 follower = FindPlayerByPlace(targetposition);
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fixed_t gap = K_GetFinishGap(leader, follower);
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// aaight, time to walk through the standings to find the first interesting pair
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for(targetposition = 0; targetposition < MAXPLAYERS; targetposition++) {
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INT32 target;
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/*
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CONS_Printf("Eval %d GP %d CD %d FC %d DC %d\n",
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targetposition, gap, cooldown, confidence[follower], confidence[*displayplayerp]);
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*/
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if (gap > BREAKAWAYDIST) {
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bored++;
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if (bored > BOREDOMTIME) {
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// CONS_Printf("BREAKAWAY, falling back to %d\n", targetposition);
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continue;
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}
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} else if (bored > 0) {
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bored--;
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}
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/*
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if (gap < CONFUSINGDIST && *displayplayerp == leader) {
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CONS_Printf("No switch: too close\n");
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// you are out of players, try again
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if (sortedplayers[targetposition+1] == -1)
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break;
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}
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*/
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if (*displayplayerp != follower && confidence[follower] > DEBOUNCETIME) {
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K_DirectorSwitch(FindPlayerByPlace(targetposition));
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}
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if (positions[*displayplayerp] != targetposition && confidence[*displayplayerp] > DEBOUNCETIME) {
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K_DirectorSwitch(FindPlayerByPlace(targetposition));
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// pair too far apart? try the next one
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if (boredom[targetposition] >= BOREDOMTIME)
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continue;
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// pair finished? try the next one
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if (players[sortedplayers[targetposition+1]].exiting)
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continue;
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if (maxdist > PINCHDIST) {
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// if the "next" player is close enough, they should be able to see everyone fine!
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// walk back through the standings to find a vantage that gets everyone in frame.
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while (targetposition < MAXPLAYERS && gap[targetposition+1] < WALKBACKDIST) {
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targetposition++;
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}
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}
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target = sortedplayers[targetposition+1];
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// if we're certain the back half of the pair is actually in this position, try to switch
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if (*displayplayerp != target && !players[target].positiondelay)
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K_DirectorSwitch(target, false);
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// even if we're not certain, if we're certain we're watching the WRONG player, try to switch
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if (players[*displayplayerp].position != targetposition && !players[target].positiondelay)
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K_DirectorSwitch(target, false);
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break;
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}
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}
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@ -4,4 +4,5 @@
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/// \brief SRB2kart automatic spectator camera.
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void K_UpdateDirector(void);
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void K_DrawDirectorDebugger(void);
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void K_DirectorFollowAttack(player_t *player, mobj_t *inflictor, mobj_t *source);
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@ -13,6 +13,7 @@
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#include "k_kart.h"
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#include "k_battle.h"
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#include "k_color.h"
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#include "k_director.h"
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#include "screen.h"
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#include "doomtype.h"
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#include "doomdef.h"
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@ -4504,6 +4505,7 @@ void K_drawKartHUD(void)
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}
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K_DrawWaypointDebugger();
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K_DrawDirectorDebugger();
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if (gametype == GT_BATTLE)
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{
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