Reset Fusion_next_sound_time in init_player_stats_level() to hopefully fix Fusion not doing damage or playing sounds

This commit is contained in:
zicodxx 2010-09-03 21:49:39 +00:00
parent 5923bce64d
commit e73dfb1266
4 changed files with 7 additions and 2 deletions

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@ -1,5 +1,9 @@
D2X-Rebirth Changelog
20100903
--------
main/game.h, main/gameseq.c, main/state.c: Reset Fusion_next_sound_time in init_player_stats_level() to hopefully fix Fusion not doing damage or playing sounds
20100902
--------
arch/sdl/digi_mixer.c, arch/sdl/digi_mixer_music.c, arch/sdl/jukebox.c, d2x-rebirth.xcodeproj/project.pbxproj, main/multi.h, main/mveplay.c: On Mac OS X - no longer have to copy SDL_mixer.h to SDL framework; frameworks can now be in /Library/Frameworks; fix for obscure compile error involving u_int32_t

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@ -45,6 +45,7 @@ extern fix Last_laser_fired_time;
extern fix Next_missile_fire_time; // Time at which player can next fire his selected missile.
extern fix Next_flare_fire_time;
extern fix Laser_delay_time; // Delay between laser fires.
extern fix Fusion_next_sound_time;
extern int Cheats_enabled;
// bits for FixedStep

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@ -387,7 +387,8 @@ void init_player_stats_level(int secret_flag)
Player_is_dead = 0; // Added by RH
Players[Player_num].homing_object_dist = -F1_0; // Added by RH
Next_flare_fire_time = Last_laser_fired_time = Next_laser_fire_time = Next_missile_fire_time = GameTime; // added by RH, solved demo playback bug
// properly init these cursed globals
Fusion_next_sound_time = Next_flare_fire_time = Last_laser_fired_time = Next_laser_fire_time = Next_missile_fire_time = GameTime;
Controls.afterburner_state = 0;
Last_afterburner_state = 0;

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@ -100,7 +100,6 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
extern void apply_all_changed_light(void);
extern int Do_appearance_effect;
extern fix Fusion_next_sound_time;
extern int Laser_rapid_fire;
extern int Physics_cheat_flag;