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https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-25 13:51:43 +00:00
STOP THE CLOCK linedef exectutor!
* When activated, stops the timer in SP/MP. * Applies to the mapheader countdowntimer as well. * If you're playing Record Attack, also exits the level immediately. * It has no special modes, no linedef flags, no parameters, nothing. * Only not an innate property of A_BossDeath because people may want it to NOT happen sometimes, or make it happen with non-boss events too. Also, skip over calling P_DoPlayerExit if the player isn't in game.
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b157c21a35
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9 changed files with 75 additions and 18 deletions
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@ -2182,6 +2182,12 @@ linedeftypes
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prefix = "(461)";
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prefix = "(461)";
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flags64text = "[6] Spawn inside a range";
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flags64text = "[6] Spawn inside a range";
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}
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}
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462
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{
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title = "Stop timer/exit stage in Record Attack";
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prefix = "(462)";
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}
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}
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}
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linedefexecmisc
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linedefexecmisc
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@ -3910,10 +3910,16 @@ void A_BossDeath(mobj_t *mo)
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// victory!
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// victory!
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P_LinedefExecute(LE_ALLBOSSESDEAD, mo, NULL);
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P_LinedefExecute(LE_ALLBOSSESDEAD, mo, NULL);
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if (stoppedclock && modeattacking) // if you're just time attacking, skip making the capsule appear since you don't need to step on it anyways.
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goto bossjustdie;
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if (mo->flags2 & MF2_BOSSNOTRAP)
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if (mo->flags2 & MF2_BOSSNOTRAP)
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{
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{
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for (i = 0; i < MAXPLAYERS; i++)
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i])
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continue;
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P_DoPlayerExit(&players[i]);
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P_DoPlayerExit(&players[i]);
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}
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}
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}
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else
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else
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{
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{
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@ -10414,7 +10420,11 @@ void A_ForceWin(mobj_t *actor)
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return;
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return;
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for (i = 0; i < MAXPLAYERS; i++)
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i])
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continue;
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P_DoPlayerExit(&players[i]);
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P_DoPlayerExit(&players[i]);
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}
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}
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}
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// Function: A_SpikeRetract
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// Function: A_SpikeRetract
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@ -475,4 +475,5 @@ extern boolean runemeraldmanager;
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extern UINT16 emeraldspawndelay;
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extern UINT16 emeraldspawndelay;
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extern INT32 numstarposts;
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extern INT32 numstarposts;
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extern UINT16 bossdisabled;
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extern UINT16 bossdisabled;
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extern boolean stoppedclock;
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#endif
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#endif
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@ -3981,7 +3981,6 @@ static inline void P_UnArchiveSPGame(INT16 mapoverride)
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static void P_NetArchiveMisc(void)
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static void P_NetArchiveMisc(void)
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{
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{
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UINT32 pig = 0;
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INT32 i;
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INT32 i;
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WRITEUINT32(save_p, ARCHIVEBLOCK_MISC);
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WRITEUINT32(save_p, ARCHIVEBLOCK_MISC);
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@ -3989,9 +3988,12 @@ static void P_NetArchiveMisc(void)
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WRITEINT16(save_p, gamemap);
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WRITEINT16(save_p, gamemap);
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WRITEINT16(save_p, gamestate);
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WRITEINT16(save_p, gamestate);
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for (i = 0; i < MAXPLAYERS; i++)
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{
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pig |= (playeringame[i] != 0)<<i;
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UINT32 pig = 0;
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WRITEUINT32(save_p, pig);
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for (i = 0; i < MAXPLAYERS; i++)
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pig |= (playeringame[i] != 0)<<i;
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WRITEUINT32(save_p, pig);
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}
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WRITEUINT32(save_p, P_GetRandSeed());
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WRITEUINT32(save_p, P_GetRandSeed());
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@ -4003,7 +4005,14 @@ static void P_NetArchiveMisc(void)
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WRITEUINT16(save_p, bossdisabled);
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WRITEUINT16(save_p, bossdisabled);
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WRITEUINT16(save_p, emeralds);
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WRITEUINT16(save_p, emeralds);
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WRITEUINT8(save_p, stagefailed);
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{
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UINT8 globools = 0;
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if (stagefailed)
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globools |= 1;
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if (stoppedclock)
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globools |= (1<<1);
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WRITEUINT8(save_p, globools);
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}
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WRITEUINT32(save_p, token);
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WRITEUINT32(save_p, token);
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WRITEINT32(save_p, sstimer);
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WRITEINT32(save_p, sstimer);
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@ -4042,7 +4051,6 @@ static void P_NetArchiveMisc(void)
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static inline boolean P_NetUnArchiveMisc(void)
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static inline boolean P_NetUnArchiveMisc(void)
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{
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{
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UINT32 pig;
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INT32 i;
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INT32 i;
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if (READUINT32(save_p) != ARCHIVEBLOCK_MISC)
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if (READUINT32(save_p) != ARCHIVEBLOCK_MISC)
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@ -4061,11 +4069,13 @@ static inline boolean P_NetUnArchiveMisc(void)
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G_SetGamestate(READINT16(save_p));
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G_SetGamestate(READINT16(save_p));
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pig = READUINT32(save_p);
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for (i = 0; i < MAXPLAYERS; i++)
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{
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{
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playeringame[i] = (pig & (1<<i)) != 0;
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UINT32 pig = READUINT32(save_p);
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// playerstate is set in unarchiveplayers
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for (i = 0; i < MAXPLAYERS; i++)
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{
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playeringame[i] = (pig & (1<<i)) != 0;
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// playerstate is set in unarchiveplayers
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}
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}
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}
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P_SetRandSeed(READUINT32(save_p));
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P_SetRandSeed(READUINT32(save_p));
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@ -4082,7 +4092,11 @@ static inline boolean P_NetUnArchiveMisc(void)
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bossdisabled = READUINT16(save_p);
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bossdisabled = READUINT16(save_p);
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emeralds = READUINT16(save_p);
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emeralds = READUINT16(save_p);
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stagefailed = READUINT8(save_p);
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{
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UINT8 globools = READUINT8(save_p);
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stagefailed = !!(globools & 1);
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stoppedclock = !!(globools & (1<<1));
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}
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token = READUINT32(save_p);
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token = READUINT32(save_p);
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sstimer = READINT32(save_p);
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sstimer = READINT32(save_p);
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@ -103,6 +103,7 @@ side_t *sides;
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mapthing_t *mapthings;
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mapthing_t *mapthings;
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INT32 numstarposts;
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INT32 numstarposts;
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UINT16 bossdisabled;
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UINT16 bossdisabled;
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boolean stoppedclock;
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boolean levelloading;
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boolean levelloading;
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UINT8 levelfadecol;
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UINT8 levelfadecol;
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23
src/p_spec.c
23
src/p_spec.c
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@ -3998,6 +3998,24 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
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}
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}
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break;
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break;
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case 462: // Stop clock (and end level in record attack)
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if (G_PlatformGametype())
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{
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stoppedclock = true;
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CONS_Debug(DBG_GAMELOGIC, "Clock stopped!\n");
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if (modeattacking)
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{
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UINT8 i;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i])
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continue;
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P_DoPlayerExit(&players[i]);
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}
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}
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}
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break;
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#ifdef POLYOBJECTS
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#ifdef POLYOBJECTS
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case 480: // Polyobj_DoorSlide
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case 480: // Polyobj_DoorSlide
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case 481: // Polyobj_DoorSwing
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case 481: // Polyobj_DoorSwing
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@ -4513,7 +4531,11 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
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// Mark all players with the time to exit thingy!
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// Mark all players with the time to exit thingy!
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for (i = 0; i < MAXPLAYERS; i++)
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i])
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continue;
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P_DoPlayerExit(&players[i]);
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P_DoPlayerExit(&players[i]);
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}
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break;
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break;
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}
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}
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case 10: // Special Stage Time/Rings
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case 10: // Special Stage Time/Rings
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@ -6387,6 +6409,7 @@ void P_SpawnSpecials(INT32 fromnetsave)
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// yep, we do this here - "bossdisabled" is considered an apparatus of specials.
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// yep, we do this here - "bossdisabled" is considered an apparatus of specials.
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bossdisabled = 0;
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bossdisabled = 0;
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stoppedclock = false;
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// Init special SECTORs.
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// Init special SECTORs.
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sector = sectors;
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sector = sectors;
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@ -678,7 +678,7 @@ void P_Ticker(boolean run)
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if (run)
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if (run)
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{
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{
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if (countdowntimer && G_PlatformGametype() && (gametype == GT_COOP || leveltime >= 4*TICRATE) && --countdowntimer <= 0)
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if (countdowntimer && G_PlatformGametype() && (gametype == GT_COOP || leveltime >= 4*TICRATE) && !stoppedclock && --countdowntimer <= 0)
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{
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{
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countdowntimer = 0;
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countdowntimer = 0;
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countdowntimeup = true;
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countdowntimeup = true;
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@ -9377,7 +9377,7 @@ static void P_DeathThink(player_t *player)
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if (gametype == GT_RACE || gametype == GT_COMPETITION || (gametype == GT_COOP && (multiplayer || netgame)))
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if (gametype == GT_RACE || gametype == GT_COMPETITION || (gametype == GT_COOP && (multiplayer || netgame)))
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{
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{
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// Keep time rolling in race mode
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// Keep time rolling in race mode
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if (!(countdown2 && !countdown) && !player->exiting && !(player->pflags & PF_GAMETYPEOVER))
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if (!(countdown2 && !countdown) && !player->exiting && !(player->pflags & PF_GAMETYPEOVER) && !stoppedclock)
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{
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{
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if (gametype == GT_RACE || gametype == GT_COMPETITION)
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if (gametype == GT_RACE || gametype == GT_COMPETITION)
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{
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{
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@ -11333,7 +11333,7 @@ void P_PlayerThink(player_t *player)
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}
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}
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// Synchronizes the "real" amount of time spent in the level.
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// Synchronizes the "real" amount of time spent in the level.
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if (!player->exiting)
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if (!player->exiting && !stoppedclock)
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{
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{
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if (gametype == GT_RACE || gametype == GT_COMPETITION)
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if (gametype == GT_RACE || gametype == GT_COMPETITION)
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{
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{
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@ -707,7 +707,7 @@ static void ST_drawTime(void)
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{
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{
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if (timelimitintics >= stplyr->realtime)
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if (timelimitintics >= stplyr->realtime)
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{
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{
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tics = (timelimitintics - stplyr->realtime);
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tics = (timelimitintics + (TICRATE-1) - stplyr->realtime);
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if (tics < 3*TICRATE)
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if (tics < 3*TICRATE)
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ST_drawRaceNum(tics);
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ST_drawRaceNum(tics);
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}
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}
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@ -740,10 +740,12 @@ static void ST_drawTime(void)
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if (F_GetPromptHideHud(hudinfo[HUD_TIME].y))
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if (F_GetPromptHideHud(hudinfo[HUD_TIME].y))
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return;
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return;
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// TIME:
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downwards = (downwards && (tics < 30*TICRATE) && (leveltime/5 & 1) && !stoppedclock); // overtime?
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ST_DrawPatchFromHud(HUD_TIME, ((downwards && (tics < 30*TICRATE) && (leveltime/5 & 1)) ? sboredtime : sbotime), V_HUDTRANS);
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if (!tics && downwards && (leveltime/5 & 1)) // overtime!
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// TIME:
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ST_DrawPatchFromHud(HUD_TIME, (downwards ? sboredtime : sbotime), V_HUDTRANS);
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if (downwards) // overtime!
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return;
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return;
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if (cv_timetic.value == 3) // Tics only -- how simple is this?
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if (cv_timetic.value == 3) // Tics only -- how simple is this?
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