Expand bomb spin variance
Let D1 proximity bombs spin. Let D2 smart mines and pre-placed mines spin.
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@ -19,6 +19,7 @@ What's new in 0.60
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* Important packets in Mulitplayer are handled in proper order, fixing a multitude of packet-loss related issues.
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* A plethora of new Multiplayer options. [Thanks to the Retro team, A Future Pilot and many more]
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* "Bright Players" Multiplayer option will now only affect players instead of all polygon models.
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* Descent 2 Proximity Bomb spin variance now applies in Descent 1.
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* New Multiplayer GAME INFO screen that can be toggled ingame, too.
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* Fixed some Multiplayer scoring oddities.
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* ... and many, many more bugfixes and improvements.
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@ -23,6 +23,7 @@ What's new in 0.60
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* "Bright Players" Multiplayer option will now only affect players instead of all polygon models.
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* Improved thief bot to (hopefully) work more accurate in Multiplayer.
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* New Multiplayer GAME INFO screen that can be toggled ingame, too.
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* Proximity Bomb spin variance logic now applies also to Smart Mines and pre-placed mines.
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* Fixed some Multiplayer scoring oddities.
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* ... and many, many more bugfixes and improvements.
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@ -73,8 +73,8 @@ void draw_weapon_vclip(grs_canvas &canvas, const vcobjptridx_t obj)
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const auto play_time = Vclip[vclip_num].play_time;
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fix modtime = lifeleft % play_time;
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#if defined(DXX_BUILD_DESCENT_II)
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if (get_weapon_id(obj) == weapon_id_type::PROXIMITY_ID) { //make prox bombs spin out of sync
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if (is_proximity_bomb_or_smart_mine_or_placed_mine(get_weapon_id(obj)))
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{ //make prox bombs spin out of sync
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int objnum = obj;
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modtime += (lifeleft * (objnum & 7)) / 16; //add variance to spin rate
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@ -86,7 +86,6 @@ void draw_weapon_vclip(grs_canvas &canvas, const vcobjptridx_t obj)
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modtime = play_time - modtime;
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}
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#endif
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draw_vclip_object(canvas, obj, modtime, 0, Vclip[vclip_num]);
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}
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