Restrict reactor-sleep logic to D2 levels

This code was not in D1, so running it when emulating D1 on the D2
engine is incorrect.
This commit is contained in:
Kp 2019-08-15 01:34:22 +00:00
parent f2eebca6c3
commit e58daea0da

View file

@ -364,7 +364,7 @@ void do_controlcen_frame(const vmobjptridx_t obj)
#if defined(DXX_BUILD_DESCENT_II)
// Periodically, make the reactor fall asleep if player not visible.
if (LevelUniqueControlCenterState.Control_center_been_hit || player_is_visible(LevelUniqueControlCenterState.Control_center_player_been_seen))
if (!EMULATING_D1 && (LevelUniqueControlCenterState.Control_center_been_hit || player_is_visible(LevelUniqueControlCenterState.Control_center_player_been_seen)))
{
if (LevelUniqueControlCenterState.Last_time_cc_vis_check + F1_0 * 5 < GameTime64 || LevelUniqueControlCenterState.Last_time_cc_vis_check > GameTime64)
{