Quakes are scaled with map scale

Finally
This commit is contained in:
Sally Coolatta 2021-11-28 00:25:40 -05:00
parent 0974d6d1f4
commit 15556dce0b
2 changed files with 3 additions and 3 deletions

View file

@ -12205,9 +12205,9 @@ void A_Boss5BombExplode(mobj_t *actor)
P_DustRing(locvar1, 4, actor->x, actor->y, actor->z+actor->height, 2*actor->radius, 0, FRACUNIT, actor->scale);
P_DustRing(locvar1, 6, actor->x, actor->y, actor->z+actor->height/2, 3*actor->radius, FRACUNIT, FRACUNIT, actor->scale);
//P_StartQuake(9*actor->scale, TICRATE/6, {actor->x, actor->y, actor->z}, 20*actor->radius);
//P_StartQuake(9*FRACUNIT, TICRATE/6, {actor->x, actor->y, actor->z}, 20*actor->radius);
// the above does not exist, so we set the quake values directly instead
quake.intensity = 9*actor->scale;
quake.intensity = 9*FRACUNIT;
quake.time = TICRATE/6;
// the following quake values have no effect atm? ah well, may as well set them anyway
{

View file

@ -8746,6 +8746,6 @@ static void P_SpawnPushers(void)
// epicenter and radius are not yet used.
void P_StartQuake(fixed_t intensity, tic_t time)
{
quake.intensity = intensity;
quake.intensity = FixedMul(intensity, mapobjectscale);
quake.time = time;
}