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Speed up lightsnaking if dying with airtime
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commit
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2 changed files with 13 additions and 2 deletions
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@ -263,6 +263,7 @@ typedef struct respawnvars_s
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fixed_t pointz;
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boolean flip; // Flip upside down or not
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tic_t timer; // Time left on respawn animation once you're there
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tic_t airtimer; // Time spent in the air before respawning
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UINT32 distanceleft; // How far along the course to respawn you
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tic_t dropdash; // Drop Dash charge timer
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} respawnvars_t;
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@ -276,6 +276,8 @@ void K_DoIngameRespawn(player_t *player)
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player->respawn.timer = RESPAWN_TIME;
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player->respawn.state = RESPAWNST_MOVE;
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player->respawn.airtimer = player->airtime;
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}
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/*--------------------------------------------------
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@ -318,8 +320,9 @@ size_t K_NextRespawnWaypointIndex(waypoint_t *waypoint)
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--------------------------------------------------*/
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static void K_MovePlayerToRespawnPoint(player_t *player)
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{
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const fixed_t realstepamt = (64 * mapobjectscale);
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fixed_t stepamt = realstepamt;
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const int airCompensation = 128;
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fixed_t realstepamt = (64 * mapobjectscale);
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fixed_t stepamt;
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vector3_t dest, step, laser;
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angle_t stepha, stepva;
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@ -330,6 +333,13 @@ static void K_MovePlayerToRespawnPoint(player_t *player)
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waypoint_t *laserwp;
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boolean laserflip;
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/* speed up if in the air for a long time */
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realstepamt += FixedMul(realstepamt,
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(player->respawn.airtimer * FRACUNIT)
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/ airCompensation);
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stepamt = realstepamt;
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player->mo->momx = player->mo->momy = player->mo->momz = 0;
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player->flashing = 2;
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