Changed the race HUD to bounce a bit because I'm having fun.
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@ -1486,14 +1486,30 @@ static void ST_drawMatchHUD(void)
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static inline void ST_drawRaceHUD(void)
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static inline void ST_drawRaceHUD(void)
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{
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{
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if (leveltime > TICRATE && leveltime <= 2*TICRATE)
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if (leveltime >= TICRATE && leveltime < 5*TICRATE)
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V_DrawScaledPatch(SCX((BASEVIDWIDTH - SHORT(race3->width))/2), (INT32)(SCY(BASEVIDHEIGHT/2)), V_NOSCALESTART, race3);
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{
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else if (leveltime > 2*TICRATE && leveltime <= 3*TICRATE)
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INT32 height = (BASEVIDHEIGHT/2);
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V_DrawScaledPatch(SCX((BASEVIDWIDTH - SHORT(race2->width))/2), (INT32)(SCY(BASEVIDHEIGHT/2)), V_NOSCALESTART, race2);
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INT32 bounce = (leveltime % TICRATE);
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else if (leveltime > 3*TICRATE && leveltime <= 4*TICRATE)
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patch_t **racenum;
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V_DrawScaledPatch(SCX((BASEVIDWIDTH - SHORT(race1->width))/2), (INT32)(SCY(BASEVIDHEIGHT/2)), V_NOSCALESTART, race1);
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switch (leveltime/TICRATE)
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else if (leveltime > 4*TICRATE && leveltime <= 5*TICRATE)
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{
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V_DrawScaledPatch(SCX((BASEVIDWIDTH - SHORT(racego->width))/2), (INT32)(SCY(BASEVIDHEIGHT/2)), V_NOSCALESTART, racego);
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case 1:
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racenum = &race3;
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break;
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case 2:
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racenum = &race2;
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break;
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case 3:
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racenum = &race1;
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break;
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default:
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racenum = &racego;
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break;
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}
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if (bounce < 3)
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height -= (2 - bounce);
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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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if (circuitmap)
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if (circuitmap)
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{
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{
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