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Wipeout rework! #201
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Wipeout rework! #201
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…an arrays which is a bit cleaner. SetGravity to 1 at round start since this sround modifies it. Add base Teleport function to pinball Add GetEndEffects callback for special rounds (replaces getting overlays and sounds for end of minigame) Rework valid players logic at the start of Ware_StartMinigameInternal() to use Ware_GetValidPlayers() Add initial setup for steamid checks in wipeout to allow rejoining Fix valid players being setup wrong in wipeout Fix damage checks in wipeout Wipeout now teleports "Spectators" to the minigame location floating in the air.
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Alright Wipeout should be ready for testing - not rotation - now. I'd like to try some tests of it on redsun after next release. I'd still like a review though since I've added a callback and a new command, as well as changed some core logic slightly (new local function in Ware_BeginSpecialRound |
increase thresholds slightly
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Draft for the moment, this PR reworks wipeout to hopefully a much more stable form. Player states are now tracked using special data instead of arrays. Bunch of other changes below:
TODO:
Teleportfunction slots to all location tables (mandatory)minsandmaxsto all location tables (not mandatory but definitely would be nice, would be helpful forteleportminigame too