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https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2025-04-23 02:38:15 +00:00
Lua fixes + new drawOnMinimap function
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parent
cb74228469
commit
a7917cb4b9
4 changed files with 181 additions and 7 deletions
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@ -8184,7 +8184,7 @@ static void K_drawBattleFullscreen(void)
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#ifdef HAVE_BLUA
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if (!LUA_HudEnabled(hud_battlecomebacktimer))
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drawcomebacktimer = false;
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#endif
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#endif
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if (splitscreen)
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{
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@ -8796,13 +8796,13 @@ void K_drawKartHUD(void)
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{
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#ifdef HAVE_BLUA
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if (LUA_HudEnabled(hud_battlefullscreen))
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{
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#endif
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{
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#endif
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K_drawBattleFullscreen();
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return;
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#ifdef HAVE_BLUA
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} // yes we legit checked if we had lua to close a single bracket. Not my proudest code edit tbh.
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#endif
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#endif
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}
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// Draw the item window
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174
src/lua_hudlib.c
174
src/lua_hudlib.c
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@ -383,6 +383,179 @@ static int libd_drawScaled(lua_State *L)
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return 0;
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}
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// KART: draw patch on minimap from x, y coordinates on the map
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static int libd_drawOnMinimap(lua_State *L)
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{
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fixed_t x, y, scale; // coordinates of the object
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patch_t *patch; // patch we want to draw
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const UINT8 *colormap = NULL; // do we want to colormap this patch?
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boolean centered; // the patch is centered and doesn't need readjusting on x/y coordinates.
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// variables used to replicate k_kart's mmap drawer:
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INT32 lumpnum;
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patch_t *AutomapPic;
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INT32 mx, my;
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INT32 splitflags, minimaptrans;
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// base position of the minimap which also takes splits into account:
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INT32 MM_X, MM_Y;
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// variables used for actually drawing the icon:
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fixed_t amnumxpos, amnumypos;
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INT32 amxpos, amypos;
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node_t *bsp = &nodes[numnodes-1];
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fixed_t maxx, minx, maxy, miny;
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fixed_t mapwidth, mapheight;
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fixed_t xoffset, yoffset;
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fixed_t xscale, yscale, zoom;
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fixed_t patchw, patchh;
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HUDONLY // only run this function in hud hooks
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x = luaL_checkinteger(L, 1);
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y = luaL_checkinteger(L, 2);
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scale = luaL_checkinteger(L, 3);
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patch = *((patch_t **)luaL_checkudata(L, 4, META_PATCH));
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if (!lua_isnoneornil(L, 5))
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colormap = *((UINT8 **)luaL_checkudata(L, 5, META_COLORMAP));
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centered = lua_optboolean(L, 6);
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// replicate exactly what source does for its minimap drawer; AKA hardcoded garbo.
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// first, check what position the mmap is supposed to be in (pasted from k_kart.c):
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MM_X = BASEVIDWIDTH - 50; // 270
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MM_Y = (BASEVIDHEIGHT/2)-16; // 84
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if (splitscreen)
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{
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MM_Y = (BASEVIDHEIGHT/2);
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if (splitscreen > 1) // 3P : bottom right
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{
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MM_X = (3*BASEVIDWIDTH/4);
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MM_Y = (3*BASEVIDHEIGHT/4);
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if (splitscreen > 2) // 4P: centered
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{
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MM_X = (BASEVIDWIDTH/2);
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MM_Y = (BASEVIDHEIGHT/2);
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}
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}
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}
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// splitscreen flags
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splitflags = (splitscreen == 3 ? 0 : V_SNAPTORIGHT); // flags should only be 0 when it's centered (4p split)
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// translucency:
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if (timeinmap > 105)
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{
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minimaptrans = cv_kartminimap.value;
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if (timeinmap <= 113)
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minimaptrans = ((((INT32)timeinmap) - 105)*minimaptrans)/(113-105);
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if (!minimaptrans)
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return 0;
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}
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else
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return 0;
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minimaptrans = ((10-minimaptrans)<<FF_TRANSSHIFT);
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splitflags |= minimaptrans;
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if (!(splitscreen == 2))
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{
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splitflags &= ~minimaptrans;
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splitflags |= V_HUDTRANSHALF;
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}
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splitflags &= ~V_HUDTRANSHALF;
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splitflags |= V_HUDTRANS;
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// Draw the HUD only when playing in a level.
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// hu_stuff needs this, unlike st_stuff.
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if (gamestate != GS_LEVEL)
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return 0;
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if (stplyr != &players[displayplayers[0]])
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return 0;
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lumpnum = W_CheckNumForName(va("%sR", G_BuildMapName(gamemap)));
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if (lumpnum != -1)
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AutomapPic = W_CachePatchName(va("%sR", G_BuildMapName(gamemap)), PU_HUDGFX);
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else
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return 0; // no pic, just get outta here
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mx = MM_X - (AutomapPic->width/2);
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my = MM_Y - (AutomapPic->height/2);
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// let offsets transfer to the heads, too!
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if (encoremode)
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mx += SHORT(AutomapPic->leftoffset);
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else
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mx -= SHORT(AutomapPic->leftoffset);
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my -= SHORT(AutomapPic->topoffset);
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// now that we have replicated this behavior, we can draw an icon from our supplied x, y coordinates by replicating k_kart.c's totally understandable uncommented code!!!
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// get map boundaries using nodes
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maxx = maxy = INT32_MAX;
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minx = miny = INT32_MIN;
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minx = bsp->bbox[0][BOXLEFT];
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maxx = bsp->bbox[0][BOXRIGHT];
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miny = bsp->bbox[0][BOXBOTTOM];
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maxy = bsp->bbox[0][BOXTOP];
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if (bsp->bbox[1][BOXLEFT] < minx)
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minx = bsp->bbox[1][BOXLEFT];
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if (bsp->bbox[1][BOXRIGHT] > maxx)
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maxx = bsp->bbox[1][BOXRIGHT];
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if (bsp->bbox[1][BOXBOTTOM] < miny)
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miny = bsp->bbox[1][BOXBOTTOM];
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if (bsp->bbox[1][BOXTOP] > maxy)
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maxy = bsp->bbox[1][BOXTOP];
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// You might be wondering why these are being bitshift here
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// it's because mapwidth and height would otherwise overflow for maps larger than half the size possible...
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// map boundaries and sizes will ALWAYS be whole numbers thankfully
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// later calculations take into consideration that these are actually not in terms of FRACUNIT though
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minx >>= FRACBITS;
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maxx >>= FRACBITS;
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miny >>= FRACBITS;
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maxy >>= FRACBITS;
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// these are our final map boundaries:
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mapwidth = maxx - minx;
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mapheight = maxy - miny;
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// These should always be small enough to be bitshift back right now
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xoffset = (minx + mapwidth/2)<<FRACBITS;
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yoffset = (miny + mapheight/2)<<FRACBITS;
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xscale = FixedDiv(AutomapPic->width, mapwidth);
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yscale = FixedDiv(AutomapPic->height, mapheight);
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zoom = FixedMul(min(xscale, yscale), FRACUNIT-FRACUNIT/20);
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amnumxpos = (FixedMul(x, zoom) - FixedMul(xoffset, zoom));
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amnumypos = -(FixedMul(y, zoom) - FixedMul(yoffset, zoom));
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if (encoremode)
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amnumxpos = -amnumxpos;
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// scale patch coords
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patchw = patch->width*scale /2;
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patchh = patch->height*scale /2;
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if (centered)
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patchw = patchh = 0; // patch is supposedly already centered, don't butt in.
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amxpos = amnumxpos + ((mx + AutomapPic->width/2)<<FRACBITS) - patchw;
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amypos = amnumypos + ((my + AutomapPic->height/2)<<FRACBITS) - patchh;
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// and NOW we can FINALLY DRAW OUR GOD DAMN PATCH :V
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V_DrawFixedPatch(amxpos, amypos, scale, splitflags, patch, colormap);
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return 0;
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}
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static int libd_drawNum(lua_State *L)
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{
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INT32 x, y, flags, num;
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@ -646,6 +819,7 @@ static luaL_Reg lib_draw[] = {
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{"dupy", libd_dupy},
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{"renderer", libd_renderer},
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{"localTransFlag", libd_getlocaltransflag},
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{"drawOnMinimap", libd_drawOnMinimap},
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{NULL, NULL}
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};
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@ -1111,7 +1111,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
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if (thing->state == &states[S_MINEEXPLOSION1])
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K_ExplodePlayer(tmthing->player, thing->target, thing);
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else
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K_SpinPlayer(tmthing->player, thing->target, 0, tmthing, false);
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K_SpinPlayer(tmthing->player, thing->target, 0, thing, false);
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return true;
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}
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@ -7377,7 +7377,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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if (P_CameraThinker(player, thiscam, resetcalled))
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return true;
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if (thiscam == &camera[1]) // Camera 2
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{
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num = 1;
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@ -8495,7 +8495,7 @@ void P_PlayerThink(player_t *player)
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if (player->powers[pw_invulnerability] && player->powers[pw_invulnerability] < UINT16_MAX)
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player->powers[pw_invulnerability]--;
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if (player->powers[pw_flashing] && player->powers[pw_flashing] < UINT16_MAX &&
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if (player->powers[pw_flashing] && player->powers[pw_flashing] < UINT16_MAX &&
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(player->spectator || player->powers[pw_flashing] < K_GetKartFlashing(player)))
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player->powers[pw_flashing]--;
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