mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
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a6813ae08e
* They're clearly not quick enough at the job, since it causes a bunch of silly race conditions. * Instead, K_UpdateHnextList and K_CleanHnextList are in charge of removing them, which are called in the circumstances itemamount (and itemheld/eggmanheld) is changed. * Also, tweak a few places so that trailers AND orbiters can use the same system. Also, some minor thingies. * Turn all the useless ```if (a) { A } else if (!a) { B }``` bullshit into ```if (a) { A } else { B }``` bullshit. * Fix up some minor inaccuracies in the playerarrow stuff that doesn't result in creating more sprites.
68 lines
3.1 KiB
C
68 lines
3.1 KiB
C
// SONIC ROBO BLAST 2 KART ~ ZarroTsu
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//-----------------------------------------------------------------------------
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/// \file k_kart.h
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/// \brief SRB2kart stuff.
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#ifndef __K_KART__
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#define __K_KART__
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#include "doomdef.h"
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#include "d_player.h" // Need for player_t
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UINT8 colortranslations[MAXSKINCOLORS][16];
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extern const char *KartColor_Names[MAXSKINCOLORS];
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extern const UINT8 KartColor_Opposite[MAXSKINCOLORS*2];
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void K_RainbowColormap(UINT8 *dest_colormap, UINT8 skincolor);
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void K_GenerateKartColormap(UINT8 *dest_colormap, INT32 skinnum, UINT8 color);
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UINT8 K_GetKartColorByName(const char *name);
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void K_RegisterKartStuff(void);
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boolean K_IsPlayerLosing(player_t *player);
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boolean K_IsPlayerWanted(player_t *player);
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void K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2, boolean bounce, boolean solid);
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void K_RespawnChecker(player_t *player);
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void K_KartMoveAnimation(player_t *player);
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void K_KartPlayerThink(player_t *player, ticcmd_t *cmd);
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void K_KartPlayerAfterThink(player_t *player);
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void K_DoInstashield(player_t *player);
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void K_SpinPlayer(player_t *player, mobj_t *source, INT32 type, boolean trapitem);
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void K_SquishPlayer(player_t *player, mobj_t *source);
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void K_ExplodePlayer(player_t *player, mobj_t *source);
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void K_StealBumper(player_t *player, player_t *victim, boolean force);
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void K_SpawnKartExplosion(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, angle_t rotangle, boolean spawncenter, boolean ghostit, mobj_t *source);
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void K_SpawnMineExplosion(mobj_t *source, UINT8 color);
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void K_SpawnBoostTrail(player_t *player);
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void K_SpawnSparkleTrail(mobj_t *mo);
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void K_SpawnWipeoutTrail(mobj_t *mo, boolean translucent);
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void K_DriftDustHandling(mobj_t *spawner);
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void K_DoSneaker(player_t *player, boolean doPFlag);
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void K_DoPogoSpring(mobj_t *mo, fixed_t vertispeed, boolean mute);
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void K_KillBananaChain(mobj_t *banana, mobj_t *inflictor, mobj_t *source);
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void K_CleanHnextList(mobj_t *work);
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void K_UpdateHnextList(player_t *player);
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void K_RepairOrbitChain(mobj_t *orbit);
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boolean K_CheckPlayersRespawnColliding(INT32 playernum, fixed_t x, fixed_t y);
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INT16 K_GetKartTurnValue(player_t *player, INT16 turnvalue);
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fixed_t K_GetKartDriftSparkValue(player_t *player);
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void K_StripItems(player_t *player);
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void K_MomentumToFacing(player_t *player);
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fixed_t K_GetKartSpeed(player_t *player, boolean doboostpower);
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fixed_t K_GetKartAccel(player_t *player);
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UINT16 K_GetKartFlashing(player_t *player);
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fixed_t K_3dKartMovement(player_t *player, boolean onground, fixed_t forwardmove);
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void K_MoveKartPlayer(player_t *player, boolean onground);
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void K_CalculateBattleWanted(void);
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void K_CheckBumpers(void);
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void K_CheckSpectateStatus(void);
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INT32 K_calcSplitFlags(INT32 snapflags);
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void K_LoadKartHUDGraphics(void);
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fixed_t K_FindCheckX(fixed_t px, fixed_t py, angle_t ang, fixed_t mx, fixed_t my);
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void K_drawKartHUD(void);
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void K_drawKartFreePlay(UINT32 flashtime);
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void K_LoadIconGraphics(char *facestr, INT32 skinnum);
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void K_ReloadSkinIconGraphics(void);
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// =========================================================================
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#endif // __K_KART__
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