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

This commit is contained in:
zicodxx 2008-11-20 18:02:42 +00:00
parent 58d1871199
commit d09569b56c
3 changed files with 4 additions and 2 deletions

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@ -3,6 +3,7 @@ D1X-Rebirth Changelog
20081120
--------
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
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
20081119
--------

View file

@ -2043,7 +2043,8 @@ void do_boss_dying_frame(object *objp)
} else if (d_rand() < FrameTime*8)
create_small_fireball_on_object(objp, (F1_0/2 + d_rand()) * 8, 1);
if (Boss_dying_start_time + BOSS_DEATH_DURATION < GameTime) {
if (Boss_dying_start_time + BOSS_DEATH_DURATION < GameTime || GameTime+(F1_0*2) < Boss_dying_start_time) {
Boss_dying_start_time=GameTime; // make sure following only happens one time!
do_controlcen_destroyed_stuff(NULL);
explode_object(objp, F1_0/4);
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
fix vol = F1_0/2;
if (objp->type == OBJ_ROBOT)
vol *= 2;
else if (sound_flag)
if (sound_flag)
digi_link_sound_to_object(SOUND_EXPLODING_WALL, objp-Objects, 0, vol);
}
}