Small transparency fix for robot weapons; Some timer-Failsafe in robot/boss dying frames; Fixed logical flaw in create_small_fireball_on_object() closing out sound effects on robots
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@ -3,6 +3,7 @@ D1X-Rebirth Changelog
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20081120
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--------
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main/ai.c: When we reached MAX_BOSS_TELEPORT_SEGS in init_boss_segments, make sure we also escape out of the for-loop - otherwise we still might overflow
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main/ai.c, main/object.c: Some timer-Failsafe in robot/boss dying frames; Fixed logical flaw in create_small_fireball_on_object() closing out sound effects on robots
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20081119
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--------
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@ -2043,7 +2043,8 @@ void do_boss_dying_frame(object *objp)
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} else if (d_rand() < FrameTime*8)
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create_small_fireball_on_object(objp, (F1_0/2 + d_rand()) * 8, 1);
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if (Boss_dying_start_time + BOSS_DEATH_DURATION < GameTime) {
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if (Boss_dying_start_time + BOSS_DEATH_DURATION < GameTime || GameTime+(F1_0*2) < Boss_dying_start_time) {
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Boss_dying_start_time=GameTime; // make sure following only happens one time!
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do_controlcen_destroyed_stuff(NULL);
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explode_object(objp, F1_0/4);
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digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp-Objects, 0, F2_0, F1_0*512);
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@ -504,7 +504,7 @@ void create_small_fireball_on_object(object *objp, fix size_scale, int sound_fla
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fix vol = F1_0/2;
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if (objp->type == OBJ_ROBOT)
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vol *= 2;
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else if (sound_flag)
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if (sound_flag)
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digi_link_sound_to_object(SOUND_EXPLODING_WALL, objp-Objects, 0, vol);
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}
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}
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