Double time for overtime to kick in, make barrier always completely visible

This commit is contained in:
TehRealSalt 2019-01-08 18:26:16 -05:00
parent f8a1cf849f
commit 02425bade6
2 changed files with 7 additions and 7 deletions

View file

@ -4403,7 +4403,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
&& !player->kartstuff[k_respawn] && !player->powers[pw_flashing])
{
player->kartstuff[k_wanted]++;
if (battleovertime.enabled >= 5*TICRATE)
if (battleovertime.enabled >= 10*TICRATE)
{
if (P_AproxDistance(player->mo->x - battleovertime.x, player->mo->y - battleovertime.y) > battleovertime.radius)
{
@ -7444,7 +7444,7 @@ static void K_drawKartMinimap(void)
// Draw the super item in Battle
if (G_BattleGametype() && battleovertime.enabled)
{
if (battleovertime.enabled >= 5*TICRATE || (battleovertime.enabled & 1))
if (battleovertime.enabled >= 10*TICRATE || (battleovertime.enabled & 1))
{
const INT32 prevsplitflags = splitflags;
splitflags &= ~V_HUDTRANSHALF;

View file

@ -6511,8 +6511,8 @@ static void P_SpawnOvertimeParticles(fixed_t x, fixed_t y, mobjtype_t type, bool
case MT_OVERTIMEORB:
//mo->destscale = mo->scale/4;
mo->frame += ((leveltime/4) % 8);
if (battleovertime.enabled < 5*TICRATE)
mo->flags2 |= MF2_SHADOW;
/*if (battleovertime.enabled < 10*TICRATE)
mo->flags2 |= MF2_SHADOW;*/
mo->angle = R_PointToAngle2(mo->x, mo->y, battleovertime.x, battleovertime.y) + ANGLE_90;
break;
default:
@ -6527,12 +6527,12 @@ void P_RunBattleOvertime(void)
UINT16 i, j;
UINT16 orbs = 16;
if (battleovertime.enabled < 5*TICRATE)
if (battleovertime.enabled < 10*TICRATE)
{
battleovertime.enabled++;
if (battleovertime.enabled == TICRATE)
S_StartSound(NULL, sfx_bhurry);
if (battleovertime.enabled == 5*TICRATE)
if (battleovertime.enabled == 10*TICRATE)
S_StartSound(NULL, sfx_kc40);
}
else
@ -6573,7 +6573,7 @@ void P_RunBattleOvertime(void)
P_SpawnOvertimeParticles(x, y, MT_OVERTIMEORB, true);
}
if (battleovertime.enabled < 5*TICRATE)
if (battleovertime.enabled < 10*TICRATE)
return;
/*if (!S_IdPlaying(sfx_s3kd4s)) // global ambience