Fix countdown bug
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11853ae170
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3 changed files with 169 additions and 166 deletions
5
TODO.txt
5
TODO.txt
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@ -38,12 +38,11 @@ fuck issue trackers :D
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=========== BUGS =================
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- immediately after starting the map countdown seems to be lower (seems to
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perhaps be caused by nextPhysicsFrameTime, look into it)
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=========== HANDLED ==============
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- should drifting make a sound? NO NEED
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- immediately after starting the map countdown seems to be lower (seems to
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perhaps be caused by nextPhysicsFrameTime, look into it)
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- hitting ramps at higher speed still often bugs, try to fiddle with physics
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again (reshape iterations, tension, ...); seem acceptable now maybe?
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- in tiny resolution the sky jumps when rotating
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12
game.h
12
game.h
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@ -248,8 +248,8 @@ void _LCR_logNum(uint32_t n)
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#define LCR_GAME_STATE_RUN_STARTING 0x01
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#define LCR_GAME_STATE_RUN 0x02
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#define LCR_GAME_STATE_RUN_FINISHED 0x03
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#define LCR_GAME_STATE_LOADING 0x04
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#define LCR_GAME_STATE_LOADED 0x05
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#define LCR_GAME_STATE_END 0xff
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@ -1613,11 +1613,14 @@ uint8_t LCR_gameStep(uint32_t time)
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LCR_currentMap.targetTime = LCR_racing.replay.achievedTime;
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}
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LCR_gameResetRun(
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LCR_gameSetState(LCR_GAME_STATE_LOADED);
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}
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else if (LCR_game.state == LCR_GAME_STATE_LOADED)
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LCR_gameResetRun( // start countdown now, loading the map lost many frames
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LCR_game.menu.selectedTab == 2,
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LCR_game.menu.selectedTab == 3);
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}
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else
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{
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LCR_gameHandleInput();
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// handle simulation:
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@ -1814,6 +1817,7 @@ uint8_t LCR_gameStep(uint32_t time)
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LCR_game.physicsFrameMS = 0;
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}
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#endif
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}
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return 1;
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}
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@ -191,7 +191,7 @@
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#ifndef LCR_SETTING_COUNTDOWN_SECONDS
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/** Run start countdown length in seconds. */
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#define LCR_SETTING_COUNTDOWN_SECONDS 1 // for release make 3
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#define LCR_SETTING_COUNTDOWN_SECONDS 3 //1 // for release make 3
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#endif
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#ifndef LCR_SETTING_MAP_CHUNK_RELOAD_INTERVAL
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