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racing: in SpaceRocks
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@ -3901,7 +3901,7 @@ int gridcolor(cell *c1, cell *c2) {
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if(r == 3) return Dark(0xC02020);
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if(r == 2) return Dark(0xF02020);
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}
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if(chasmgraph(c1) != chasmgraph(c2))
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if(chasmgraph(c1) != chasmgraph(c2) && c1->land != laAsteroids && c2->land != laAsteroids)
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return Dark(0x808080);
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if(c1->land == laAlchemist && c2->land == laAlchemist && c1->wall != c2->wall && !c1->item && !c2->item)
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return Dark(0xC020C0);
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@ -673,6 +673,7 @@ bool set_view() {
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}
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if(standard_centering) return false;
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if(player_relative && specialland == laAsteroids) return false;
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transmatrix at = ypush(-vid.yshift) * ggmatrix(who->base) * who->at;
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@ -805,6 +806,7 @@ vector<eLand> race_lands = {
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laElementalWall,
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laDryForest,
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laDeadCaves,
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laAsteroids
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};
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vector<string> playercmds_race = {
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17
shmup.cpp
17
shmup.cpp
@ -1623,6 +1623,8 @@ void movePlayer(monster *m, int delta) {
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#endif
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keyresult[cpid] = itNone;
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bool stdracing = racing::on && !inertia_based;
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if(actionspressed[b+pcCenter]) {
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if(!racing::on) {
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centerplayer = cpid; centerpc(100); playermoved = true;
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@ -1641,7 +1643,7 @@ void movePlayer(monster *m, int delta) {
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// if(mturn < -1) mturn = -1;
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#if CAP_RACING
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if(racing::on) {
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if(stdracing) {
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if(WDIM == 2) {
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if(abs(mdy) > abs(mgo)) mgo = -mdy;
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if(abs(mdx) > abs(mturn)) mturn = -mdx;
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@ -1650,6 +1652,9 @@ void movePlayer(monster *m, int delta) {
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facemouse = shotkey = dropgreen = false;
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if(ticks < racing::race_start_tick || !racing::race_start_tick) (WDIM == 2 ? mgo : mdy) = 0;
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}
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else {
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if(racing::on && (ticks < racing::race_start_tick || !racing::race_start_tick)) mgo = mdx = mdy = 0;
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}
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#endif
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playerturn[cpid] = mturn * delta / 150.0;
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@ -1681,7 +1686,7 @@ void movePlayer(monster *m, int delta) {
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#if CAP_SDL
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Uint8 *keystate = SDL_GetKeyState(NULL);
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bool forcetarget = (keystate[SDLK_RSHIFT] | keystate[SDLK_LSHIFT]);
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if(((mousepressed && !forcetarget) || facemouse) && delta > 0 && !mouseout() && !racing::on && GDIM == 2) {
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if(((mousepressed && !forcetarget) || facemouse) && delta > 0 && !mouseout() && !stdracing && GDIM == 2) {
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// playermoved = true;
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hyperpoint h = inverse(m->pat) * mouseh;
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playerturn[cpid] = -atan2(h[1], h[0]);
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@ -1693,7 +1698,7 @@ void movePlayer(monster *m, int delta) {
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bool blown = m->blowoff > curtime;
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if(WDIM == 2 && GDIM == 3 && !lctrlclick && cpid == 0) {
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if(!racing::on) playerturn[cpid] -= mouseaim_x;
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if(!stdracing) playerturn[cpid] -= mouseaim_x;
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playerturny[cpid] -= mouseaim_y;
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mouseaim_x = 0;
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mouseaim_y = 0;
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@ -1719,7 +1724,7 @@ void movePlayer(monster *m, int delta) {
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if(WDIM == 2) {
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if(mgo > 1) mgo = 1;
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if(mgo < -1) mgo = -1;
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if(racing::on) {
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if(stdracing) {
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// braking is more efficient
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if(m->vel * mgo < 0) mgo *= 3;
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m->vel += mgo * delta / 600;
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@ -1737,7 +1742,7 @@ void movePlayer(monster *m, int delta) {
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if(mdx > 1) mdx = 1;
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if(mdx < -1) mdx = -1;
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if(racing::on) {
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if(stdracing) {
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if(m->vel * -mdy < 0) mdy *= 3;
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m->vel += -mdy * delta / 600;
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playergo[cpid] = m->vel * SCALE * delta / 600;
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@ -2114,7 +2119,7 @@ void movePlayer(monster *m, int delta) {
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}
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#if CAP_RACING
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if(!go && racing::on) m->vel = 0;
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if(!go && stdracing) m->vel = 0;
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#endif
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if(shotkey && canmove && curtime >= m->nextshot) {
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