Moved the Race HUD down a little bit, and improved the sound selection.
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@ -1488,34 +1488,30 @@ static inline void ST_drawRaceHUD(void)
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{
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{
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if (leveltime >= TICRATE && leveltime < 5*TICRATE)
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if (leveltime >= TICRATE && leveltime < 5*TICRATE)
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{
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{
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INT32 height = (BASEVIDHEIGHT/2);
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INT32 height = ((3*BASEVIDHEIGHT)>>2) - 8;
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INT32 bounce = (leveltime % TICRATE);
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INT32 bounce = (leveltime % TICRATE);
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patch_t *racenum;
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patch_t *racenum;
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switch (leveltime/TICRATE)
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switch (leveltime/TICRATE)
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{
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{
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case 1:
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case 1:
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racenum = race3;
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racenum = race3;
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if (!bounce)
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S_StartSound(0, sfx_s3ka7);
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break;
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break;
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case 2:
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case 2:
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racenum = race2;
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racenum = race2;
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if (!bounce)
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S_StartSound(0, sfx_s3ka7);
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break;
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break;
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case 3:
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case 3:
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racenum = race1;
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racenum = race1;
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if (!bounce)
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S_StartSound(0, sfx_s3ka7);
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break;
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break;
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default:
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default:
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racenum = racego;
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racenum = racego;
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if (!bounce)
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S_StartSound(0, sfx_s3kad);
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break;
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break;
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}
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}
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if (bounce < 3)
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if (bounce < 3)
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{
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height -= (2 - bounce);
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height -= (2 - bounce);
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if (!bounce)
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S_StartSound(0, ((racenum == racego) ? sfx_s3kad : sfx_s3ka7));
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}
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V_DrawScaledPatch(SCX((BASEVIDWIDTH - SHORT(racenum->width))/2), (INT32)(SCY(height)), V_NOSCALESTART, racenum);
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V_DrawScaledPatch(SCX((BASEVIDWIDTH - SHORT(racenum->width))/2), (INT32)(SCY(height)), V_NOSCALESTART, racenum);
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}
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}
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