Remove screen flash and quake
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32b06f43fd
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99c0257f02
3 changed files with 0 additions and 36 deletions
33
src/k_kart.c
33
src/k_kart.c
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@ -3528,35 +3528,6 @@ void K_TakeBumpersFromPlayer(player_t *player, player_t *victim, UINT8 amount)
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K_HandleBumperChanges(victim, oldVictimBumpers);
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}
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#define MINEQUAKEDIST 4096
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// Does the proximity screen flash and quake for explosions
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void K_MineFlashScreen(mobj_t *source)
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{
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INT32 pnum;
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player_t *p;
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// check for potential display players near the source so we can have a sick earthquake / flashpal.
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for (pnum = 0; pnum < MAXPLAYERS; pnum++)
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{
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p = &players[pnum];
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if (!playeringame[pnum] || !P_IsDisplayPlayer(p))
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continue;
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if (R_PointToDist2(p->mo->x, p->mo->y, source->x, source->y) < mapobjectscale*MINEQUAKEDIST)
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{
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P_StartQuake(55<<FRACBITS, 12);
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if (!bombflashtimer && P_CheckSight(p->mo, source))
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{
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bombflashtimer = TICRATE*2;
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P_FlashPal(p, PAL_WHITE, 1);
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}
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break; // we can break right now because quakes are global to all split players somehow.
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}
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}
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}
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// Spawns the purely visual explosion
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void K_SpawnMineExplosion(mobj_t *source, UINT8 color)
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{
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@ -3566,8 +3537,6 @@ void K_SpawnMineExplosion(mobj_t *source, UINT8 color)
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mobj_t *truc;
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INT32 speed, speed2;
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//K_MineFlashScreen(source);
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K_MatchGenericExtraFlags(smoldering, source);
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smoldering->tics = TICRATE*3;
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radius = source->radius>>FRACBITS;
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@ -3639,8 +3608,6 @@ void K_SpawnMineExplosion(mobj_t *source, UINT8 color)
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}
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}
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#undef MINEQUAKEDIST
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static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, INT32 flags2, fixed_t speed)
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{
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mobj_t *th;
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@ -66,7 +66,6 @@ void K_DebtStingPlayer(player_t *player, mobj_t *source);
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void K_HandleBumperChanges(player_t *player, UINT8 prevBumpers);
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void K_DestroyBumpers(player_t *player, UINT8 amount);
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void K_TakeBumpersFromPlayer(player_t *player, player_t *victim, UINT8 amount);
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void K_MineFlashScreen(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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@ -13668,8 +13668,6 @@ void A_LandMineExplode(mobj_t *actor)
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if (actor->target && !P_MobjWasRemoved(actor->target))
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colour = actor->target->color;
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//K_MineFlashScreen(actor);
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// Spawn smoke remains:
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smoldering = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SMOLDERING);
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P_SetScale(smoldering, actor->scale);
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