Disable combos, restore old invin visuals, fix constant line beeping
This commit is contained in:
parent
ac72e705a6
commit
9742e1775a
7 changed files with 87 additions and 165 deletions
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@ -3364,31 +3364,17 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
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"S_KARTAIZDRIFTSTRAT",
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// Invincibility Sparks
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"S_KARTINVULN1",
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"S_KARTINVULN2",
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"S_KARTINVULN3",
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"S_KARTINVULN4",
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"S_KARTINVULN5",
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"S_KARTINVULN6",
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"S_KARTINVULN7",
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"S_KARTINVULN8",
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"S_KARTINVULN9",
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"S_KARTINVULN10",
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"S_KARTINVULN11",
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"S_KARTINVULN12",
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"S_KARTINVULN_SMALL1",
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"S_KARTINVULN_SMALL2",
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"S_KARTINVULN_SMALL3",
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"S_KARTINVULN_SMALL4",
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"S_KARTINVULN_SMALL5",
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"S_KARTINVULNB1",
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"S_KARTINVULNB2",
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"S_KARTINVULNB3",
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"S_KARTINVULNB4",
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"S_KARTINVULNB5",
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"S_KARTINVULNB6",
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"S_KARTINVULNB7",
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"S_KARTINVULNB8",
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"S_KARTINVULNB9",
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"S_KARTINVULNB10",
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"S_KARTINVULNB11",
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"S_KARTINVULNB12",
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"S_KARTINVULN_LARGE1",
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"S_KARTINVULN_LARGE2",
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"S_KARTINVULN_LARGE3",
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"S_KARTINVULN_LARGE4",
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"S_KARTINVULN_LARGE5",
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// Invincibility flash overlay
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"S_INVULNFLASH1",
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34
src/info.c
34
src/info.c
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@ -3924,31 +3924,17 @@ state_t states[NUMSTATES] =
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{SPR_AIDU, FF_ANIMATE|FF_PAPERSPRITE, 5*2, {NULL}, 5, 2, S_NULL}, // S_KARTAIZDRIFTSTRAT
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{SPR_KINV, FF_FULLBRIGHT, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN2}, // S_KARTINVULN1
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{SPR_KINV, FF_FULLBRIGHT|1, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN3}, // S_KARTINVULN2
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{SPR_KINV, FF_FULLBRIGHT|2, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN4}, // S_KARTINVULN3
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{SPR_KINV, FF_FULLBRIGHT|3, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN5}, // S_KARTINVULN4
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{SPR_KINV, FF_FULLBRIGHT|4, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN6}, // S_KARTINVULN5
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{SPR_KINV, FF_FULLBRIGHT|5, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN7}, // S_KARTINVULN6
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{SPR_KINV, FF_FULLBRIGHT|6, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN8}, // S_KARTINVULN7
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{SPR_KINV, FF_FULLBRIGHT|7, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN9}, // S_KARTINVULN8
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{SPR_KINV, FF_FULLBRIGHT|8, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN10}, // S_KARTINVULN9
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{SPR_KINV, FF_FULLBRIGHT|9, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN11}, // S_KARTINVULN10
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{SPR_KINV, FF_FULLBRIGHT|10, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN12}, // S_KARTINVULN11
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{SPR_KINV, FF_FULLBRIGHT|11, 1, {A_InvincSparkleRotate}, 0, 0, S_NULL}, // S_KARTINVULN12
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{SPR_KINV, FF_FULLBRIGHT, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN_SMALL2}, // S_KARTINVULN_SMALL1
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{SPR_KINV, FF_FULLBRIGHT|1, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN_SMALL3}, // S_KARTINVULN_SMALL2
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{SPR_KINV, FF_FULLBRIGHT|2, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN_SMALL4}, // S_KARTINVULN_SMALL3
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{SPR_KINV, FF_FULLBRIGHT|3, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULN_SMALL5}, // S_KARTINVULN_SMALL4
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{SPR_KINV, FF_FULLBRIGHT|4, 1, {A_InvincSparkleRotate}, 0, 0, S_NULL}, // S_KARTINVULN_SMALL5
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{SPR_KINB, FF_FULLBRIGHT, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULNB2}, // S_KARTINVULNB1
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{SPR_KINB, FF_FULLBRIGHT|1, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULNB3}, // S_KARTINVULNB2
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{SPR_KINB, FF_FULLBRIGHT|2, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULNB4}, // S_KARTINVULNB3
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{SPR_KINB, FF_FULLBRIGHT|3, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULNB5}, // S_KARTINVULNB4
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{SPR_KINB, FF_FULLBRIGHT|4, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULNB6}, // S_KARTINVULNB5
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{SPR_KINB, FF_FULLBRIGHT|5, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULNB7}, // S_KARTINVULNB6
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{SPR_KINB, FF_FULLBRIGHT|6, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULNB8}, // S_KARTINVULNB7
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{SPR_KINB, FF_FULLBRIGHT|7, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULNB9}, // S_KARTINVULNB8
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{SPR_KINB, FF_FULLBRIGHT|8, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULNB10}, // S_KARTINVULNB9
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{SPR_KINB, FF_FULLBRIGHT|9, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULNB11}, // S_KARTINVULNB10
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{SPR_KINB, FF_FULLBRIGHT|10, 1, {A_InvincSparkleRotate}, 0, 0, S_KARTINVULNB12}, // S_KARTINVULNB11
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{SPR_KINB, FF_FULLBRIGHT|11, 1, {A_InvincSparkleRotate}, 0, 0, S_NULL}, // S_KARTINVULNB12
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{SPR_KINV, FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_KARTINVULN_LARGE2}, // S_KARTINVULN_LARGE1
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{SPR_KINV, FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_KARTINVULN_LARGE3}, // S_KARTINVULN_LARGE2
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{SPR_KINV, FF_FULLBRIGHT|5, 1, {NULL}, 0, 0, S_KARTINVULN_LARGE4}, // S_KARTINVULN_LARGE3
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{SPR_KINV, FF_FULLBRIGHT|6, 1, {NULL}, 0, 0, S_KARTINVULN_LARGE5}, // S_KARTINVULN_LARGE4
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{SPR_KINV, FF_FULLBRIGHT|7, 1, {NULL}, 0, 0, S_NULL}, // S_KARTINVULN_LARGE5
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{SPR_KINF, FF_FULLBRIGHT|FF_TRANS80|FF_ADD, 1, {NULL}, 0, 0, S_INVULNFLASH2}, // S_INVULNFLASH1
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{SPR_NULL, FF_FULLBRIGHT|FF_TRANS80|FF_ADD, 1, {NULL}, 0, 0, S_INVULNFLASH3}, // S_INVULNFLASH2
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34
src/info.h
34
src/info.h
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@ -4335,31 +4335,17 @@ typedef enum state
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S_KARTAIZDRIFTSTRAT,
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// Invincibility Sparks
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S_KARTINVULN1,
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S_KARTINVULN2,
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S_KARTINVULN3,
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S_KARTINVULN4,
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S_KARTINVULN5,
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S_KARTINVULN6,
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S_KARTINVULN7,
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S_KARTINVULN8,
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S_KARTINVULN9,
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S_KARTINVULN10,
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S_KARTINVULN11,
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S_KARTINVULN12,
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S_KARTINVULN_SMALL1,
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S_KARTINVULN_SMALL2,
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S_KARTINVULN_SMALL3,
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S_KARTINVULN_SMALL4,
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S_KARTINVULN_SMALL5,
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S_KARTINVULNB1,
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S_KARTINVULNB2,
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S_KARTINVULNB3,
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S_KARTINVULNB4,
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S_KARTINVULNB5,
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S_KARTINVULNB6,
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S_KARTINVULNB7,
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S_KARTINVULNB8,
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S_KARTINVULNB9,
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S_KARTINVULNB10,
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S_KARTINVULNB11,
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S_KARTINVULNB12,
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S_KARTINVULN_LARGE1,
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S_KARTINVULN_LARGE2,
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S_KARTINVULN_LARGE3,
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S_KARTINVULN_LARGE4,
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S_KARTINVULN_LARGE5,
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// Invincibility flash
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S_INVULNFLASH1,
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107
src/k_kart.c
107
src/k_kart.c
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@ -406,22 +406,6 @@ static INT32 K_KartItemOddsBattle[NUMKARTRESULTS][2] =
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#define SPBFORCEDIST (15*DISTVAR) // Distance when SPB is forced onto 2nd place
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#define ENDDIST (12*DISTVAR) // Distance when the game stops giving you bananas
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// Array of states to pick the starting point of the animation, based on the actual time left for invincibility.
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static INT32 K_SparkleTrailStartStates[KART_NUMINVSPARKLESANIM][2] = {
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{S_KARTINVULN12, S_KARTINVULNB12},
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{S_KARTINVULN11, S_KARTINVULNB11},
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{S_KARTINVULN10, S_KARTINVULNB10},
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{S_KARTINVULN9, S_KARTINVULNB9},
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{S_KARTINVULN8, S_KARTINVULNB8},
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{S_KARTINVULN7, S_KARTINVULNB7},
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{S_KARTINVULN6, S_KARTINVULNB6},
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{S_KARTINVULN5, S_KARTINVULNB5},
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{S_KARTINVULN4, S_KARTINVULNB4},
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{S_KARTINVULN3, S_KARTINVULNB3},
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{S_KARTINVULN2, S_KARTINVULNB2},
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{S_KARTINVULN1, S_KARTINVULNB1}
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};
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INT32 K_GetShieldFromItem(INT32 item)
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{
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switch (item)
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@ -4025,54 +4009,29 @@ void K_SpawnBoostTrail(player_t *player)
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void K_SpawnSparkleTrail(mobj_t *mo)
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{
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const INT32 rad = (mo->radius*3)/FRACUNIT;
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const INT32 rad = (mo->radius*2)>>FRACBITS;
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mobj_t *sparkle;
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UINT8 invanimnum; // Current sparkle animation number
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INT32 invtime;// Invincibility time left, in seconds
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UINT8 index = 0;
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fixed_t newx, newy, newz;
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INT32 i;
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I_Assert(mo != NULL);
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I_Assert(!P_MobjWasRemoved(mo));
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if (leveltime & 2)
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index = 1;
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invtime = mo->player->invincibilitytimer/TICRATE+1;
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//CONS_Printf("%d\n", index);
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newx = mo->x + (P_RandomRange(-rad, rad)*FRACUNIT);
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newy = mo->y + (P_RandomRange(-rad, rad)*FRACUNIT);
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newz = mo->z + (P_RandomRange(0, mo->height>>FRACBITS)*FRACUNIT);
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sparkle = P_SpawnMobj(newx, newy, newz, MT_SPARKLETRAIL);
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P_InitAngle(sparkle, R_PointToAngle2(mo->x, mo->y, sparkle->x, sparkle->y));
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sparkle->movefactor = R_PointToDist2(mo->x, mo->y, sparkle->x, sparkle->y); // Save the distance we spawned away from the player.
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//CONS_Printf("movefactor: %d\n", sparkle->movefactor/FRACUNIT);
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sparkle->extravalue1 = (sparkle->z - mo->z); // Keep track of our Z position relative to the player's, I suppose.
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sparkle->extravalue2 = P_RandomRange(0, 1) ? 1 : -1; // Rotation direction?
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sparkle->cvmem = P_RandomRange(-25, 25)*mo->scale; // Vertical "angle"
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K_FlipFromObject(sparkle, mo);
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P_SetTarget(&sparkle->target, mo);
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sparkle->destscale = mo->destscale;
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P_SetScale(sparkle, mo->scale);
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invanimnum = (invtime >= 11) ? 11 : invtime;
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//CONS_Printf("%d\n", invanimnum);
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P_SetMobjState(sparkle, K_SparkleTrailStartStates[invanimnum][index]);
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if (mo->player->invincibilitytimer > itemtime+(2*TICRATE))
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for (i = 0; i < 3; i++)
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{
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fixed_t newx = mo->x + mo->momx + (P_RandomRange(-rad, rad)<<FRACBITS);
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fixed_t newy = mo->y + mo->momy + (P_RandomRange(-rad, rad)<<FRACBITS);
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fixed_t newz = mo->z + mo->momz + (P_RandomRange(0, mo->height>>FRACBITS)<<FRACBITS);
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sparkle = P_SpawnMobj(newx, newy, newz, MT_SPARKLETRAIL);
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K_FlipFromObject(sparkle, mo);
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P_SetTarget(&sparkle->target, mo);
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sparkle->destscale = mo->destscale;
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P_SetScale(sparkle, mo->scale);
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sparkle->color = mo->color;
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sparkle->colorized = true;
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}
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P_SetMobjState(sparkle, S_KARTINVULN_LARGE1);
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}
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void K_SpawnWipeoutTrail(mobj_t *mo, boolean translucent)
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@ -6114,17 +6073,18 @@ static void K_UpdateInvincibilitySounds(player_t *player)
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{
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if (cv_kartinvinsfx.value)
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{
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if (player->invincibilitytimer > 0) // Prioritize invincibility
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sfxnum = sfx_alarmi;
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else if (player->growshrinktimer > 0)
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if (player->growshrinktimer > 0) // Prioritize Grow
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sfxnum = sfx_alarmg;
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else if (player->invincibilitytimer > 0)
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sfxnum = sfx_alarmi;
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}
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else
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{
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if (player->invincibilitytimer > 0)
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sfxnum = sfx_kinvnc;
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else if (player->growshrinktimer > 0)
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if (player->growshrinktimer > 0)
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sfxnum = sfx_kgrow;
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else if (player->invincibilitytimer > 0)
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sfxnum = sfx_kinvnc;
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}
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}
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@ -6730,6 +6690,9 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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if (player->invincibilitytimer)
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player->invincibilitytimer--;
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if (player->checkskip)
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player->checkskip--;
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if ((player->respawn.state == RESPAWNST_NONE) && player->growshrinktimer != 0)
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{
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@ -6974,23 +6937,9 @@ void K_KartResetPlayerColor(player_t *player)
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fullbright = true;
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if (player->invincibilitytimer > defaultTime)
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{
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player->mo->color = K_RainbowColor(leveltime / 2);
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player->mo->colorized = true;
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skip = true;
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}
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else
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{
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flicker += (defaultTime - player->invincibilitytimer) / TICRATE / 2;
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}
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if (leveltime % flicker == 0)
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{
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player->mo->color = SKINCOLOR_INVINCFLASH;
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player->mo->colorized = true;
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skip = true;
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}
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player->mo->color = K_RainbowColor(leveltime / 2);
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player->mo->colorized = true;
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skip = true;
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if (skip)
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{
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@ -1954,6 +1954,23 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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}
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{
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if (((type == DMG_NORMAL) || (type == DMG_WIPEOUT)) || (type == DMG_STING) || (type == DMG_WOMBO)) // No combos pls thx
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{
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if (player->spinouttimer > 0)
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{
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K_DoInstashield(player);
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//CONS_Printf("is this shit even working....\n");
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return false;
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}
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}
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if (player->squishedtimer > 0)
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{
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K_DoInstashield(player);
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return false;
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}
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// Check if we should allow wombo combos (hard hits by default, inverted by the presence of DMG_WOMBO).
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boolean allowcombo = (hardhit == !(damagetype & DMG_WOMBO));
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@ -1991,19 +2008,6 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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if (source && source != player->mo && source->player)
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{
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// Extend the invincibility if the hit was a direct hit.
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if (inflictor == source && source->player->invincibilitytimer)
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{
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tic_t kinvextend;
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if (gametype == GT_BATTLE)
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kinvextend = 2*TICRATE;
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else
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kinvextend = 5*TICRATE;
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source->player->invincibilitytimer += kinvextend;
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}
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K_TryHurtSoundExchange(target, source);
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K_BattleAwardHit(source->player, player, inflictor, takeBumpers);
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@ -7118,6 +7118,15 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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P_Thrust(smoke, mobj->angle+FixedAngle(P_RandomRange(135, 225)<<FRACBITS), P_RandomRange(0, 8) * mobj->target->scale);
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}
|
||||
break;
|
||||
case MT_SPARKLETRAIL:
|
||||
if (!mobj->target)
|
||||
{
|
||||
P_RemoveMobj(mobj);
|
||||
return false;
|
||||
}
|
||||
mobj->color = mobj->target->color;
|
||||
mobj->colorized = mobj->target->colorized;
|
||||
break;
|
||||
case MT_INVULNFLASH:
|
||||
if (!mobj->target || !mobj->target->health || (mobj->target->player && !mobj->target->player->invincibilitytimer))
|
||||
{
|
||||
|
|
|
|||
|
|
@ -2010,7 +2010,9 @@ static void K_HandleLapIncrement(player_t *player)
|
|||
}
|
||||
else if (player->starpostnum)
|
||||
{
|
||||
S_StartSound(player->mo, sfx_s26d);
|
||||
if (!player->checkskip)
|
||||
S_StartSound(player->mo, sfx_lose);
|
||||
player->checkskip = 3;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue