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https://github.com/KartKrewDev/RingRacers.git
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The old condition for player movement was... 1. player hasn't finished 2. player not in pain, or player in pain but on the ground The else condition to this is therefore player has finished or player in pain and in the air. I believe K_MomentumToFacing (prior to bots) was only for letting the player turn around after crossing the finish line, to face the camera. (K_MomentumToFacing also does nothing in the air.)
102 lines
4.7 KiB
C
102 lines
4.7 KiB
C
// SONIC ROBO BLAST 2 KART ~ ZarroTsu
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//-----------------------------------------------------------------------------
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/// \file k_kart.h
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/// \brief SRB2kart stuff.
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#ifndef __K_KART__
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#define __K_KART__
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#include "doomdef.h"
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#include "d_player.h" // Need for player_t
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#include "command.h" // Need for player_t
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#define KART_FULLTURN 800
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player_t *K_GetItemBoxPlayer(mobj_t *mobj);
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angle_t K_ReflectAngle(angle_t angle, angle_t against, fixed_t maxspeed, fixed_t yourspeed);
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void K_RegisterKartStuff(void);
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UINT16 K_GetPlayerDontDrawFlag(player_t *player);
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boolean K_IsPlayerLosing(player_t *player);
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fixed_t K_GetKartGameSpeedScalar(SINT8 value);
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extern consvar_t *KartItemCVars[NUMKARTRESULTS-1];
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UINT8 K_FindUseodds(player_t *player, fixed_t mashed, UINT32 pdis, UINT8 bestbumper, boolean spbrush);
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INT32 K_KartGetItemOdds(UINT8 pos, SINT8 item, fixed_t mashed, boolean spbrush, boolean bot, boolean rival);
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INT32 K_GetShieldFromItem(INT32 item);
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fixed_t K_GetMobjWeight(mobj_t *mobj, mobj_t *against);
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void K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2, boolean bounce, boolean solid);
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void K_KartPainEnergyFling(player_t *player);
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void K_FlipFromObject(mobj_t *mo, mobj_t *master);
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void K_MatchGenericExtraFlags(mobj_t *mo, mobj_t *master);
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void K_GenericExtraFlagsNoZAdjust(mobj_t *mo, mobj_t *master);
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void K_SpawnDashDustRelease(player_t *player);
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void K_SpawnDriftBoostClip(player_t *player);
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void K_SpawnDriftBoostClipSpark(mobj_t *clip);
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void K_KartMoveAnimation(player_t *player);
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void K_KartPlayerHUDUpdate(player_t *player);
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void K_KartPlayerThink(player_t *player, ticcmd_t *cmd);
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void K_KartPlayerAfterThink(player_t *player);
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void K_DoInstashield(player_t *player);
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void K_BattleHitPlayer(player_t *player, player_t *victim, UINT8 points, boolean reducewanted);
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void K_RemoveBumper(player_t *player, mobj_t *inflictor, mobj_t *source);
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void K_SpinPlayer(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 type);
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void K_SquishPlayer(player_t *player, mobj_t *inflictor, mobj_t *source);
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void K_ExplodePlayer(player_t *player, mobj_t *inflictor, mobj_t *source);
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void K_DebtStingPlayer(player_t *player, mobj_t *source);
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void K_StealBumper(player_t *player, player_t *victim);
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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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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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void K_SpawnWipeoutTrail(mobj_t *mo, boolean translucent);
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void K_SpawnDraftDust(mobj_t *mo);
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void K_DriftDustHandling(mobj_t *spawner);
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void K_PuntMine(mobj_t *mine, mobj_t *punter);
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void K_DoSneaker(player_t *player, INT32 type);
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void K_DoPogoSpring(mobj_t *mo, fixed_t vertispeed, UINT8 sound);
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void K_KillBananaChain(mobj_t *banana, mobj_t *inflictor, mobj_t *source);
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void K_UpdateHnextList(player_t *player, boolean clean);
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void K_DropHnextList(player_t *player, boolean keepshields);
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void K_RepairOrbitChain(mobj_t *orbit);
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player_t *K_FindJawzTarget(mobj_t *actor, player_t *source);
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INT32 K_GetKartRingPower(player_t *player);
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void K_UpdateDistanceFromFinishLine(player_t *const player);
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boolean K_CheckPlayersRespawnColliding(INT32 playernum, fixed_t x, fixed_t y);
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INT16 K_GetKartTurnValue(player_t *player, INT16 turnvalue);
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INT32 K_GetKartDriftSparkValue(player_t *player);
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void K_SpawnDriftBoostExplosion(player_t *player, int stage);
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void K_KartUpdatePosition(player_t *player);
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void K_DropItems(player_t *player);
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void K_DropRocketSneaker(player_t *player);
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void K_DropKitchenSink(player_t *player);
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void K_StripItems(player_t *player);
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void K_StripOther(player_t *player);
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void K_MomentumToFacing(player_t *player);
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boolean K_ApplyOffroad(player_t *player);
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tic_t K_GetSpindashChargeTime(player_t *player);
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fixed_t K_GetSpindashChargeSpeed(player_t *player);
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fixed_t K_GetKartSpeedFromStat(UINT8 kartspeed);
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fixed_t K_GetKartSpeed(player_t *player, boolean doboostpower);
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fixed_t K_GetKartAccel(player_t *player);
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UINT16 K_GetKartFlashing(player_t *player);
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SINT8 K_GetForwardMove(player_t *player);
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fixed_t K_3dKartMovement(player_t *player);
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boolean K_PlayerEBrake(player_t *player);
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void K_AdjustPlayerFriction(player_t *player);
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void K_MoveKartPlayer(player_t *player, boolean onground);
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void K_CheckSpectateStatus(void);
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// sound stuff for lua
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void K_PlayAttackTaunt(mobj_t *source);
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void K_PlayBoostTaunt(mobj_t *source);
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void K_PlayOvertakeSound(mobj_t *source);
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void K_PlayPainSound(mobj_t *source);
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void K_PlayHitEmSound(mobj_t *source);
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void K_PlayPowerGloatSound(mobj_t *source);
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// =========================================================================
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#endif // __K_KART__
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