diff --git a/similar/main/collide.cpp b/similar/main/collide.cpp index 9b4ce0fab..18253c5f5 100644 --- a/similar/main/collide.cpp +++ b/similar/main/collide.cpp @@ -1353,8 +1353,11 @@ window_event_result do_final_boss_frame(void) Final_boss_countdown_time -= FrameTime; if (Final_boss_countdown_time > 0) { - int flash_value = f2i(((F1_0*2)-Final_boss_countdown_time)*16); // countdown is 2 seconds (as set by do_final_boss_hacks()), so make a flash value that maxes out over that time - PALETTE_FLASH_SET(-flash_value,-flash_value,-flash_value); // set palette to inverted flash_value to fade to black + if (Final_boss_countdown_time <= F1_0*2) + { + int flash_value = f2i(((F1_0*2)-Final_boss_countdown_time)*16); // during final 2 seconds of final boss countdown (as set by do_final_boss_hacks()), make a flash value that maxes out over that time + PALETTE_FLASH_SET(-flash_value,-flash_value,-flash_value); // set palette to inverted flash_value to fade to black + } GameUniqueState.Final_boss_countdown_time = Final_boss_countdown_time; return window_event_result::ignored; } @@ -1402,7 +1405,7 @@ void do_final_boss_hacks(void) if (!(Game_mode & GM_MULTI)) buddy_message("Nice job, %s!", static_cast(get_local_player().callsign)); - GameUniqueState.Final_boss_countdown_time = F1_0*2; + GameUniqueState.Final_boss_countdown_time = F1_0*4; // was F1_0*2 originally. extended to F1_0*4 to play fade to black which happened after countdown ended in the original game. } }