Ring Shooter: Fix sometimes invisible after use

This commit is contained in:
Sally Coolatta 2023-04-14 05:41:44 -04:00
parent c4a087790a
commit 1c4137648b

View file

@ -435,9 +435,15 @@ void Obj_PlayerUsedRingShooter(mobj_t *base, player_t *player)
// Now other players can run into it! // Now other players can run into it!
base->flags |= MF_SPECIAL; base->flags |= MF_SPECIAL;
// Reset the fuse so everyone can conga line :B
if (base->fuse < RS_FUSE_TIME) if (base->fuse < RS_FUSE_TIME)
{ {
// Reset the fuse so everyone can conga line :B if (base->fuse < RS_FUSE_BLINK)
{
base->renderflags &= ~RF_DONTDRAW;
UpdateRingShooterPartsVisibility(base);
}
base->fuse = RS_FUSE_TIME; base->fuse = RS_FUSE_TIME;
} }
} }
@ -684,14 +690,14 @@ void Obj_RingShooterInput(player_t *player)
base->z // TODO: reverse gravity base->z // TODO: reverse gravity
); );
if (base->fuse < RS_FUSE_BLINK)
{
base->renderflags &= ~RF_DONTDRAW;
UpdateRingShooterPartsVisibility(base);
}
if (base->fuse < RS_FUSE_TIME) if (base->fuse < RS_FUSE_TIME)
{ {
if (base->fuse < RS_FUSE_BLINK)
{
base->renderflags &= ~RF_DONTDRAW;
UpdateRingShooterPartsVisibility(base);
}
base->fuse = RS_FUSE_TIME; base->fuse = RS_FUSE_TIME;
} }
} }