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