Merge branch 'blankart-dev' into mine-grid-css-2021
This commit is contained in:
commit
306f66e09c
4 changed files with 37 additions and 11 deletions
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@ -89,8 +89,12 @@ int luaO_rawequalObj (const TValue *t1, const TValue *t2) {
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int luaO_str2d (const char *s, lua_Number *result) {
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char *endptr;
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double r = lua_str2number(s, &endptr);
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*result = (lua_Number)r;
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long r = lua_str2number(s, &endptr);
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if (r > INT32_MAX)
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r = INT32_MAX;
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else if (r < INT32_MIN)
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r = INT32_MIN;
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*result = (lua_Number)r;
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if (endptr == s) return 0; /* conversion failed */
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if (*endptr == 'x' || *endptr == 'X') /* maybe an hexadecimal constant? */
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*result = cast_num(strtoul(s, &endptr, 16));
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@ -5741,6 +5741,17 @@ boolean TryRunTics(tic_t realtics)
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COM_BufTicker();
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if (mapchangepending)
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D_MapChange(-1, 0, encoremode, false, 2, false, fromlevelselect); // finish the map change
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// fun fact: this used to be located in NetUpdate!
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// as it turns out, reloading the level in rendering code is a very bad idea!
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if (client)
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{
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// If the client just finished redownloading the game state, load it
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if (cl_redownloadinggamestate && fileneeded[0].status == FS_FOUND)
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CL_ReloadReceivedSavegame();
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hu_redownloadinggamestate = cl_redownloadinggamestate;
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}
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}
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NetUpdate();
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@ -6184,12 +6195,7 @@ void NetUpdate(void)
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if (client)
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{
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// If the client just finished redownloading the game state, load it
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if (cl_redownloadinggamestate && fileneeded[0].status == FS_FOUND)
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CL_ReloadReceivedSavegame();
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CL_SendClientCmd(); // Send tic cmd
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hu_redownloadinggamestate = cl_redownloadinggamestate;
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}
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else
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{
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@ -510,10 +510,10 @@ consvar_t cv_kartstacking_slope_accelboost = CVAR_INIT ("vanillaboost_slope_acce
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consvar_t cv_kartstacking_slope_stackable = CVAR_INIT ("vanillaboost_slope_stackable", "On", CV_NETVAR, CV_OnOff, NULL);
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// Max speed for high speeds
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consvar_t cv_kartstacking_drafting_minspeed = CVAR_INIT ("vanillaboost_draft_minspeed", "0.22", CV_NETVAR|CV_CHEAT|CV_FLOAT, CV_Unsigned, NULL);
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consvar_t cv_kartstacking_drafting_minspeed = CVAR_INIT ("vanillaboost_draft_minspeed", "0.16", CV_NETVAR|CV_CHEAT|CV_FLOAT, CV_Unsigned, NULL);
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// Max speed for low speeds
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consvar_t cv_kartstacking_drafting_maxspeed = CVAR_INIT ("vanillaboost_draft_maxspeed", "0.32", CV_NETVAR|CV_CHEAT|CV_FLOAT, CV_Unsigned, NULL);
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consvar_t cv_kartstacking_drafting_maxspeed = CVAR_INIT ("vanillaboost_draft_maxspeed", "0.26", CV_NETVAR|CV_CHEAT|CV_FLOAT, CV_Unsigned, NULL);
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consvar_t cv_kartchaining = CVAR_INIT ("kartchaining", "No", CV_NETVAR|CV_CALL|CV_NOINIT, CV_YesNo, KartChaining_OnChange);
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consvar_t cv_kartchainingoffroad = CVAR_INIT ("kartchaining_chainoffroad", "No", CV_NETVAR, CV_YesNo, NULL);
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20
src/k_kart.c
20
src/k_kart.c
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@ -3975,7 +3975,7 @@ static void K_UpdateSlopeBoost(player_t *player)
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static fixed_t K_BoostRescale(fixed_t value,fixed_t oldmin,fixed_t oldmax,fixed_t newmin,fixed_t newmax)
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{
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return newmin + FixedMul(FixedDiv( value-oldmin , oldmax-oldmin), newmax-newmin);
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return newmin + FixedMul(FixedDiv(value-oldmin , oldmax-oldmin), newmax-newmin);
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}
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// sets boostpower, speedboost and accelboost to whatever we need it to be
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@ -4062,7 +4062,7 @@ static void K_GetKartBoostPower(player_t *player)
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K_DoBoost(player, player->slopeboost, player->slopeaccel, SLOPESTACKABLE, false); // + ???% top speed, + 300% acceleration
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}
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// This should always remain the last boost
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// This should always remain the last boost before drafting
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if (player->botvars.rubberband > FRACUNIT && K_PlayerUsesBotMovement(player) == true)
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{
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//K_DoBoost(player, player->botvars.rubberband - FRACUNIT, 0, false, false);
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@ -4073,9 +4073,25 @@ static void K_GetKartBoostPower(player_t *player)
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if (player->draftpower > 0) // Drafting
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{
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fixed_t draftspeed = K_BoostRescale(player->kartspeed*FRACUNIT, 9*FRACUNIT, FRACUNIT, DRAFTMINSPEED, DRAFTMAXSPEED);
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fixed_t bonusaccel = K_BoostRescale(player->kartspeed*FRACUNIT, 4*FRACUNIT, 9*FRACUNIT, 0, FRACUNIT/2);
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player->boostinfo.stackspeedboost += FixedMul(draftspeed, player->draftpower);
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player->boostinfo.nonstackspeedboost = max(player->boostinfo.nonstackspeedboost, FixedMul(draftspeed, player->draftpower));
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// Now for a small amount of bonus accel for higher speeds.
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if (player->draftpower >= FRACUNIT && player->kartspeed > 4)
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{
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// CONS_Printf("bonusaccel: %d\n", bonusaccel);
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if (cv_kartstacking_accelstack.value && K_StackingActive())
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{
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player->boostinfo.accelboost += bonusaccel;
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}
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else
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{
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player->boostinfo.accelboost = max(player->boostinfo.accelboost, bonusaccel);
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}
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}
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player->boostinfo.grade++;
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}
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