72c13d101c
Previously, do_laser_firing_player would update Next_laser_firing_time, then do_omega_stuff would update it again. OMEGA_BASE_TIME is smaller than Weapon_info[OMEGA_ID].fire_wait, so the first store was overridden by the second. As a quirk, the override was skipped if the omega cannon was unable to fire due to object limits or due to insufficient energy, causing those rare cases to use the longer Weapon_info[OMEGA_ID].fire_wait delay. Fold the omega cannon handling of Next_laser_firing_time into do_laser_firing_player to eliminate that quirk, simplify the code, and remove the need to recompute fire_frame_overhead from Last_omega_fire_time. |
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common | ||
contrib | ||
d1x-rebirth | ||
d2x-rebirth | ||
Documentation | ||
similar | ||
.gitignore | ||
COPYING.txt | ||
GPL-3.txt | ||
INSTALL.markdown | ||
SConstruct |