From 072bb54ff25664294d5f75ff2d55f80d3368955b Mon Sep 17 00:00:00 2001 From: AlumiuN Date: Mon, 4 May 2020 20:11:28 +1200 Subject: [PATCH] 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. --- similar/main/laser.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/similar/main/laser.cpp b/similar/main/laser.cpp index 9794b0f24..8a7167c79 100644 --- a/similar/main/laser.cpp +++ b/similar/main/laser.cpp @@ -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);