Fixing collision bugs; Cleaning hudmsg.h; Solving death sequence timer without GameTime and removed another global

This commit is contained in:
zicodxx 2008-04-13 13:52:58 +00:00
parent 3192ab5b54
commit 95d1e5f847
2 changed files with 8 additions and 4 deletions

View file

@ -4,7 +4,7 @@ D1X-Rebirth Changelog
--------
include/args.h, main/newmenu.c, main/collide.h, main/network.c, main/multi.c, main/multi.h, main/inferno.c, main/menu.c, main/menu.h, main/playsave.c, main/playsave.h, main/object.c, main/hud.c, main/weapon.c, main/hostage.c, main/newdemo.c, main/config.c, main/gameseq.c, main/endlevel.c, main/ai.h, main/game.c, main/gauges.c, main/game.h, main/kconfig.c, main/kconfig.h, misc/args.c, d1x.ini, arch/ogl/ogl.c, arch/ogl/gr.c, arch/sdl/joy.c, arch/include/joy.h: Added structure for values saved in PLR/PLX files; Added most common command-line options to options menu
main/laser.c, main/menu.c, main/playsave.c: Reverted homers turn_radius again to respect higher difficulty levels; Added PRShot to menus; Fixed typo in OglAlphaEffects saving
main/collide.c, main/hudmsg.h, main/object.c, main/physics.c: Fixing collision bugs; Cleaning hudmsg.h; Solving death sequence timer without GameTime and removed another global
main/cntrlcen.c, main/collide.c, main/hudmsg.h, main/object.c, main/physics.c: Fixing collision bugs; Cleaning hudmsg.h; Solving death sequence timer without GameTime and removed another global
20080408
--------

View file

@ -99,8 +99,6 @@ int calc_best_gun(int num_guns, vms_vector *gun_pos, vms_vector *gun_dir, vms_ve
}
extern fix Player_time_of_death; // object.c
int Dead_controlcen_object_num=-1;
// -----------------------------------------------------------------------------
@ -145,6 +143,7 @@ void do_controlcen_destroyed_stuff(object *objp)
void do_controlcen_frame(object *obj)
{
int best_gun_num;
static fix controlcen_death_silence = 0;
// If a boss level, then Control_center_present will be 0.
if (!Control_center_present)
@ -195,7 +194,12 @@ void do_controlcen_frame(object *obj)
return;
}
if ((Control_center_next_fire_time < 0) && !(Player_is_dead && (GameTime > Player_time_of_death+F1_0*2))) {
if (Player_is_dead)
controlcen_death_silence += FrameTime;
else
controlcen_death_silence = 0;
if ((Control_center_next_fire_time < 0) && !(controlcen_death_silence > F1_0*2)) {
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &Believed_player_pos);
else