Merge branch 'd2-superlaser-no-penalty' into master
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commit
03a06d71d5
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@ -656,14 +656,18 @@ static void do_omega_stuff(fvmsegptridx &vmsegptridx, const vmobjptridx_t parent
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}
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}
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/* Descent 2 attempted to penalize super lasers, but did so incorrectly, so the
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* penalty only applied successfully on non-super lasers. Therefore, this test
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* excludes super lasers from the penalty, in order to behave more like the
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* original game.
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*/
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// Note that this is only used for determining if the quad laser per-bolt damage penalty should be applied, and consequently excludes super lasers
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static int is_laser_weapon_type(const weapon_id_type weapon_type)
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{
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return weapon_type == weapon_id_type::LASER_ID_L1 ||
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weapon_type == weapon_id_type::LASER_ID_L2 ||
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weapon_type == weapon_id_type::LASER_ID_L3 ||
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weapon_type == weapon_id_type::LASER_ID_L4 ||
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weapon_type == weapon_id_type::LASER_ID_L5 ||
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weapon_type == weapon_id_type::LASER_ID_L6;
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weapon_type == weapon_id_type::LASER_ID_L4;
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}
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}
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@ -742,6 +746,13 @@ imobjptridx_t Laser_create_new(const vms_vector &direction, const vms_vector &po
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#endif
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}
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#if defined(DXX_BUILD_DESCENT_II)
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/* Descent 1 attempted to penalize laser damage, but did so
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* incorrectly, so it never applied to the player's weapons.
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* Therefore, this penalty check is applied only in the Descent 2
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* build, and then only if not playing a Descent 1 mission, so that
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* when the Descent 2 build plays a Descent 1 mission, the weapons work
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* more like they would in a Descent 1 build playing that mission.
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*/
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else if (!EMULATING_D1 && is_laser_weapon_type(weapon_type) && (parent->ctype.player_info.powerup_flags & PLAYER_FLAGS_QUAD_LASERS))
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obj->ctype.laser_info.multiplier = F1_0*3/4;
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else if (weapon_type == weapon_id_type::GUIDEDMISS_ID) {
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