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Quakes are scaled with map scale
Finally
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0974d6d1f4
commit
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2 changed files with 3 additions and 3 deletions
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@ -12205,9 +12205,9 @@ void A_Boss5BombExplode(mobj_t *actor)
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P_DustRing(locvar1, 4, actor->x, actor->y, actor->z+actor->height, 2*actor->radius, 0, FRACUNIT, actor->scale);
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P_DustRing(locvar1, 6, actor->x, actor->y, actor->z+actor->height/2, 3*actor->radius, FRACUNIT, FRACUNIT, actor->scale);
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//P_StartQuake(9*actor->scale, TICRATE/6, {actor->x, actor->y, actor->z}, 20*actor->radius);
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//P_StartQuake(9*FRACUNIT, TICRATE/6, {actor->x, actor->y, actor->z}, 20*actor->radius);
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// the above does not exist, so we set the quake values directly instead
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quake.intensity = 9*actor->scale;
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quake.intensity = 9*FRACUNIT;
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quake.time = TICRATE/6;
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// the following quake values have no effect atm? ah well, may as well set them anyway
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{
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@ -8746,6 +8746,6 @@ static void P_SpawnPushers(void)
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// epicenter and radius are not yet used.
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void P_StartQuake(fixed_t intensity, tic_t time)
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{
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quake.intensity = intensity;
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quake.intensity = FixedMul(intensity, mapobjectscale);
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quake.time = time;
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}
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