splitscreen off now works correctly in racing

This commit is contained in:
Zeno Rogue 2022-03-27 10:11:11 +02:00
parent 23639b1e46
commit 72865478aa
1 changed files with 5 additions and 6 deletions

View File

@ -441,12 +441,13 @@ EX void killThePlayer(eMonster m) {
monster *playerCrash(monster *who, shiftpoint where) {
if(who->isVirtual) return NULL;
// in the racing mode, neither crashing nor getting too far away is a problem
if(racing::on) return NULL;
for(int j=0; j<players; j++) if(pc[j] && pc[j]!=who) {
if(pc[j]->isVirtual) continue;
double d = sqdist(pc[j]->pat*C0, where);
if(d < 0.1 * SCALE2 || d > 100 || (WDIM == 3 && hdist(tC0(pc[j]->pat), where) > sightranges[geometry]/2)) return pc[j];
/* crash into another player -- not taken into account in racing */
if(d < 0.1 * SCALE2 && !racing::on) return pc[j];
/* too far away -- irrelevant in split_screen */
if(!split_screen && (d > 100 || (WDIM == 3 && hdist(tC0(pc[j]->pat), where) > sightranges[geometry]/2))) return pc[j];
}
return NULL;
}
@ -725,9 +726,7 @@ void movePlayer(monster *m, int delta) {
cpid = m->pid;
#if CAP_RACING
if(racing::on && cpid != subscreens::current_player) return;
#endif
if(multi::players > 1 && multi::split_screen && cpid != subscreens::current_player) return;
double mturn = 0, mgo = 0, mdx = 0, mdy = 0;