Expand bomb spin variance

Let D1 proximity bombs spin.  Let D2 smart mines and pre-placed mines
spin.
This commit is contained in:
Kp 2017-03-11 19:56:26 +00:00
parent 7d36df315e
commit 34b603ad71
3 changed files with 4 additions and 3 deletions

View File

@ -19,6 +19,7 @@ What's new in 0.60
* Important packets in Mulitplayer are handled in proper order, fixing a multitude of packet-loss related issues.
* A plethora of new Multiplayer options. [Thanks to the Retro team, A Future Pilot and many more]
* "Bright Players" Multiplayer option will now only affect players instead of all polygon models.
* Descent 2 Proximity Bomb spin variance now applies in Descent 1.
* New Multiplayer GAME INFO screen that can be toggled ingame, too.
* Fixed some Multiplayer scoring oddities.
* ... and many, many more bugfixes and improvements.

View File

@ -23,6 +23,7 @@ What's new in 0.60
* "Bright Players" Multiplayer option will now only affect players instead of all polygon models.
* Improved thief bot to (hopefully) work more accurate in Multiplayer.
* New Multiplayer GAME INFO screen that can be toggled ingame, too.
* Proximity Bomb spin variance logic now applies also to Smart Mines and pre-placed mines.
* Fixed some Multiplayer scoring oddities.
* ... and many, many more bugfixes and improvements.

View File

@ -73,8 +73,8 @@ void draw_weapon_vclip(grs_canvas &canvas, const vcobjptridx_t obj)
const auto play_time = Vclip[vclip_num].play_time;
fix modtime = lifeleft % play_time;
#if defined(DXX_BUILD_DESCENT_II)
if (get_weapon_id(obj) == weapon_id_type::PROXIMITY_ID) { //make prox bombs spin out of sync
if (is_proximity_bomb_or_smart_mine_or_placed_mine(get_weapon_id(obj)))
{ //make prox bombs spin out of sync
int objnum = obj;
modtime += (lifeleft * (objnum & 7)) / 16; //add variance to spin rate
@ -86,7 +86,6 @@ void draw_weapon_vclip(grs_canvas &canvas, const vcobjptridx_t obj)
modtime = play_time - modtime;
}
#endif
draw_vclip_object(canvas, obj, modtime, 0, Vclip[vclip_num]);
}