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LF_SECTIONRACE now has a secondary function!
* Sets the player respawn coords on the finish line, so dying in the short interval between crossing an intermediate finish line and hitting a checkpoint doesn't send you all the way back to the beginning.
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2 changed files with 18 additions and 6 deletions
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@ -2997,7 +2997,7 @@ void G_DoReborn(INT32 playernum)
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// respawn at the start
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mobj_t *oldmo = NULL;
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if (player->starpostnum) // SRB2kart
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if (player->starpostnum || ((mapheaderinfo[gamemap - 1]->levelflags & LF_SECTIONRACE) && player->laps)) // SRB2kart
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starpost = true;
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// first dissasociate the corpse
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22
src/p_spec.c
22
src/p_spec.c
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@ -4240,12 +4240,24 @@ DoneSection2:
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curlap = 0;
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}
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// Reset starposts (checkpoints) info
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// SRB2kart 200117
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player->starpostangle = player->starpostnum = 0;
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player->starpostx = player->starposty = player->starpostz = 0;
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//except the time!
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player->starposttime = player->realtime;
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player->starpostnum = 0;
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if (mapheaderinfo[gamemap - 1]->levelflags & LF_SECTIONRACE)
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{
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// SRB2Kart 281118
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// Save the player's time and position.
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player->starpostx = player->mo->x>>FRACBITS;
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player->starposty = player->mo->y>>FRACBITS;
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player->starpostz = player->mo->floorz>>FRACBITS;
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player->starpostangle = player->mo->angle; //R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy); torn; a momentum-based guess is less likely to be wrong in general, but when it IS wrong, it fucks you over entirely...
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}
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else
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{
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// SRB2kart 200117
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// Reset starposts (checkpoints) info
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player->starpostangle = player->starpostx = player->starposty = player->starpostz = 0;
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}
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if (P_IsLocalPlayer(player))
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{
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