Revitem is saved by tying it to leveltime instead of dashtime, whilst dashtime is now dead.

This commit is contained in:
toasterbabe 2016-09-02 18:12:46 +01:00
parent 73843764de
commit 0852a20014
6 changed files with 6 additions and 24 deletions

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@ -550,7 +550,6 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
rsp->maxlink = LONG(players[i].maxlink);
rsp->dashspeed = (fixed_t)LONG(players[i].dashspeed);
rsp->dashtime = LONG(players[i].dashtime);
rsp->angle_pos = (angle_t)LONG(players[i].angle_pos);
rsp->old_angle_pos = (angle_t)LONG(players[i].old_angle_pos);
rsp->bumpertime = (tic_t)LONG(players[i].bumpertime);
@ -677,7 +676,6 @@ static void resynch_read_player(resynch_pak *rsp)
players[i].maxlink = LONG(rsp->maxlink);
players[i].dashspeed = (fixed_t)LONG(rsp->dashspeed);
players[i].dashtime = LONG(rsp->dashtime);
players[i].angle_pos = (angle_t)LONG(rsp->angle_pos);
players[i].old_angle_pos = (angle_t)LONG(rsp->old_angle_pos);
players[i].bumpertime = (tic_t)LONG(rsp->bumpertime);

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@ -210,7 +210,6 @@ typedef struct
INT32 maxlink;
fixed_t dashspeed;
INT32 dashtime;
angle_t angle_pos;
angle_t old_angle_pos;
tic_t bumpertime;

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@ -319,7 +319,6 @@ typedef struct player_s
UINT32 score; // player score
fixed_t dashspeed; // dashing speed
INT32 dashtime; // tics dashing, used for rev sound
fixed_t normalspeed; // Normal ground
fixed_t runspeed; // Speed you break into the run animation

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@ -142,8 +142,6 @@ static int player_get(lua_State *L)
lua_pushinteger(L, plr->score);
else if (fastcmp(field,"dashspeed"))
lua_pushfixed(L, plr->dashspeed);
else if (fastcmp(field,"dashtime"))
lua_pushinteger(L, plr->dashtime);
else if (fastcmp(field,"normalspeed"))
lua_pushfixed(L, plr->normalspeed);
else if (fastcmp(field,"runspeed"))
@ -401,8 +399,6 @@ static int player_set(lua_State *L)
plr->score = (UINT32)luaL_checkinteger(L, 3);
else if (fastcmp(field,"dashspeed"))
plr->dashspeed = luaL_checkfixed(L, 3);
else if (fastcmp(field,"dashtime"))
plr->dashtime = (INT32)luaL_checkinteger(L, 3);
else if (fastcmp(field,"normalspeed"))
plr->normalspeed = luaL_checkfixed(L, 3);
else if (fastcmp(field,"runspeed"))

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@ -147,7 +147,6 @@ static void P_NetArchivePlayers(void)
WRITEUINT32(save_p, players[i].score);
WRITEFIXED(save_p, players[i].dashspeed);
WRITEINT32(save_p, players[i].dashtime);
WRITESINT8(save_p, players[i].lives);
WRITESINT8(save_p, players[i].continues);
WRITESINT8(save_p, players[i].xtralife);
@ -323,7 +322,6 @@ static void P_NetUnArchivePlayers(void)
players[i].score = READUINT32(save_p);
players[i].dashspeed = READFIXED(save_p); // dashing speed
players[i].dashtime = READINT32(save_p); // dashing speed
players[i].lives = READSINT8(save_p);
players[i].continues = READSINT8(save_p); // continues that player has acquired
players[i].xtralife = READSINT8(save_p); // Ring Extra Life counter

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@ -3728,7 +3728,6 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
player->mo->momy = player->cmomy;
player->pflags |= PF_STARTDASH|PF_SPINNING;
player->dashspeed = FRACUNIT;
player->dashtime = 0;
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
player->pflags |= PF_USEDOWN;
if (!player->spectator)
@ -3742,21 +3741,14 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
if (!player->spectator && soundcalculation != chargecalculation)
S_StartSound(player->mo, sfx_s3kab); // Make the rev sound! Previously sfx_spndsh.
#undef chargecalculation
/*if (!(player->dashtime++ % 5))
if (player->revitem && !(leveltime % 5)) // Now spawn the color thok circle.
{
if (!player->spectator && player->dashspeed < player->maxdash)
S_StartSound(player->mo, sfx_s3kab); // Make the rev sound! Previously sfx_spndsh.
// Now spawn the color thok circle.
if (player->revitem)
{
P_SpawnSpinMobj(player, player->revitem);
if (demorecording)
G_GhostAddRev();
}
}*/
P_SpawnSpinMobj(player, player->revitem);
if (demorecording)
G_GhostAddRev();
}
}
// If not moving up or down, and travelling faster than a speed of four while not holding
// down the spin button and not spinning.
// AKA Just go into a spin on the ground, you idiot. ;)