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SRB2 Kart Public
935c0da7d2
A more detailed explanation: * P_CheckPosition is the function which determines collisions. * In Vanilla, collisions do not happen between players unless tailspickup is off (which it basically never is). * Even with tailspickup off, on-spawn player collisions do not affect momentum. * However, in kart, player collisions cause the player to get bumped. * It would succeed at the P_CheckPosition call because players aren't *solid* solid, even though they cause bumps. * It would fail at the K_CheckPlayersRespawnColliding call, but that would be too late, *as the player already has been bumped.* * The player would therefore be moved to a new location, but still retain bump momentum, and the bump sound would have played for both players. * Therefore, the obvious solution is to swap P_CheckPosition and K_CheckPlayersRespawnColliding, so that it checks for players BEFORE it performs object collisions at that spot. * The reason we didn't see this MUCH before is that it can only ever happen in the case of ties. I could've easily done this into master, but obviously I figure yalls'd at least like to check this first. |
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android | ||
assets | ||
bin | ||
cmake/Modules | ||
debian | ||
doc | ||
extras | ||
libs | ||
objs | ||
src | ||
tools | ||
.gitattributes | ||
.gitignore | ||
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Android.mk | ||
appveyor.yml | ||
CMakeLists.txt | ||
comptime.bat | ||
comptime.mk | ||
comptime.props | ||
comptime.sh | ||
cpdebug.mk | ||
Doxyfile | ||
LICENSE | ||
README.md | ||
srb2-vc9.sln | ||
srb2-vc10.sln | ||
SRB2.cbp | ||
Srb2.dev | ||
srb2.png | ||
SRB2_common.props | ||
SRB2_Debug.props | ||
SRB2_Release.props |
Sonic Robo Blast 2
Sonic Robo Blast 2 is a 3D Sonic the Hedgehog fangame based on a modified version of Doom Legacy.
Dependencies
- NASM (x86 builds only)
- SDL2 (Linux/OS X only)
- SDL2-Mixer (Linux/OS X only)
- libupnp (Linux/OS X only)
- libgme (Linux/OS X only)
Warning: 64-bit builds are not netgame compatible with 32-bit builds. Use at your own risk.
Compiling
See SRB2 Wiki/Source code compiling
Disclaimer
Sonic Team Junior is in no way affiliated with SEGA or Sonic Team. We do not claim ownership of any of SEGA's intellectual property used in SRB2.