Exclude D1 player lasers from the quad laser damage reduction

The code that provides the 0.75x multiplier to laser bolts when they're fired
using the quad laser is present in D1 as in D2, however it is incorrect and
results in it not being applied. As such, it is more accurate to exclude the
multiplier when compiling D1.

Thanks to SaladBadger for the tip.
This commit is contained in:
AlumiuN 2020-05-04 20:11:28 +12:00
parent 2f3a76ab15
commit 072bb54ff2

View file

@ -722,9 +722,9 @@ imobjptridx_t Laser_create_new(const vms_vector &direction, const vms_vector &po
obj->ctype.laser_info.multiplier /= 2;
#endif
}
#if defined(DXX_BUILD_DESCENT_II)
else if (is_laser_weapon_type(weapon_type) && (parent->ctype.player_info.powerup_flags & PLAYER_FLAGS_QUAD_LASERS))
obj->ctype.laser_info.multiplier = F1_0*3/4;
#if defined(DXX_BUILD_DESCENT_II)
else if (weapon_type == weapon_id_type::GUIDEDMISS_ID) {
if (parent==get_local_player().objnum) {
LevelUniqueObjectState.Guided_missile.set_player_active_guided_missile(obj, Player_num);