Fixing collision bugs; Cleaning hudmsg.h; Solving death sequence timer without GameTime and removed another global
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3192ab5b54
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@ -4,7 +4,7 @@ D1X-Rebirth Changelog
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--------
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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
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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
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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
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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
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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
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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
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20080408
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20080408
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@ -99,8 +99,6 @@ int calc_best_gun(int num_guns, vms_vector *gun_pos, vms_vector *gun_dir, vms_ve
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}
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}
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extern fix Player_time_of_death; // object.c
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int Dead_controlcen_object_num=-1;
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int Dead_controlcen_object_num=-1;
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// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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@ -145,6 +143,7 @@ void do_controlcen_destroyed_stuff(object *objp)
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void do_controlcen_frame(object *obj)
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void do_controlcen_frame(object *obj)
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{
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{
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int best_gun_num;
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int best_gun_num;
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static fix controlcen_death_silence = 0;
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// If a boss level, then Control_center_present will be 0.
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// If a boss level, then Control_center_present will be 0.
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if (!Control_center_present)
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if (!Control_center_present)
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@ -195,7 +194,12 @@ void do_controlcen_frame(object *obj)
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return;
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return;
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}
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}
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if ((Control_center_next_fire_time < 0) && !(Player_is_dead && (GameTime > Player_time_of_death+F1_0*2))) {
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if (Player_is_dead)
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controlcen_death_silence += FrameTime;
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else
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controlcen_death_silence = 0;
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if ((Control_center_next_fire_time < 0) && !(controlcen_death_silence > F1_0*2)) {
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if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
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if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
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best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &Believed_player_pos);
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best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &Believed_player_pos);
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else
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else
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