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HUD: * Miniaturised Spheres and Emeralds HUD for 3P/4P. * Repair 3P minimap. * Move accessibility icons in 3P/4P to next to the lap/bumper sticker (currently only kickstartaccel exists) * Change language on menu retry to be more generalised. * Adjust HUD code structuring a bit. MECHANICAL: * Now correctly set number of bumpers in Break the Capsules to 1 (from 3). * The above required reworking K_SpawnBattleCapsules into K_BattleInit, which is a good staging ground to handle more battle-specific setup in future. * Do not spawn Emeralds or Sphereboxes in Break the Capsules. * If everyone is WANTED... nobody is. * Try to handle exceptions to timelimits a little more thoroughly (still not perfect). * Disable pointlimits in bosses.
34 lines
1.3 KiB
C
34 lines
1.3 KiB
C
#ifndef __K_BATTLE__
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#define __K_BATTLE__
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#include "doomtype.h"
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#include "d_player.h"
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extern struct battleovertime
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{
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UINT16 enabled; ///< Has this been initalized yet?
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fixed_t radius; ///< Radius of kill field
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fixed_t x, y, z; ///< Position to center on
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} battleovertime;
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extern boolean battlecapsules;
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extern INT32 nummapboxes, numgotboxes; // keep track of spawned battle mode items
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extern UINT8 maptargets, numtargets;
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INT32 K_StartingBumperCount(void);
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boolean K_IsPlayerWanted(player_t *player);
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#define K_CalculateBattleWanted() (void)0 // not nulled out so we know where we need to recalculate some other form of battle mode importance
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void K_SpawnBattlePoints(player_t *source, player_t *victim, UINT8 amount);
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void K_CheckBumpers(void);
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void K_CheckEmeralds(player_t *player);
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mobj_t *K_SpawnChaosEmerald(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8 flip, UINT32 emeraldType);
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mobj_t *K_SpawnSphereBox(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8 flip, UINT8 amount);
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void K_DropEmeraldsFromPlayer(player_t *player, UINT32 emeraldType);
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UINT8 K_NumEmeralds(player_t *player);
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void K_RunPaperItemSpawners(void);
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void K_RunBattleOvertime(void);
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void K_SetupMovingCapsule(mapthing_t *mt, mobj_t *mobj);
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void K_SpawnPlayerBattleBumpers(player_t *p);
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void K_BattleInit(void);
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#endif
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