Disable the debug prints for now

Just incase they are needed again in the future, for whatever reason.
This commit is contained in:
SteelT 2021-03-31 23:38:05 -04:00
parent 4b269e89e7
commit 32b1acb810
2 changed files with 2 additions and 2 deletions

View file

@ -3792,7 +3792,7 @@ void K_SpawnSparkleTrail(mobj_t *mo)
sparkle = P_SpawnMobj(newx, newy, newz, MT_SPARKLETRAIL);
sparkle->angle = R_PointToAngle2(mo->x, mo->y, sparkle->x, sparkle->y);
sparkle->movefactor = R_PointToDist2(mo->x, mo->y, sparkle->x, sparkle->y); // Save the distance we spawned away from the player.
CONS_Printf("movefactor: %d\n", sparkle->movefactor/FRACUNIT);
//CONS_Printf("movefactor: %d\n", sparkle->movefactor/FRACUNIT);
sparkle->extravalue1 = (sparkle->z - mo->z); // Keep track of our Z position relative to the player's, I suppose.
sparkle->extravalue2 = P_RandomRange(0, 1) ? 1 : -1; // Rotation direction?
sparkle->cvmem = P_RandomRange(-25, 25)*mo->scale; // Vertical "angle"

View file

@ -9830,7 +9830,7 @@ void A_InvincSparkleRotate(mobj_t *actor)
if (!actor->target || P_MobjWasRemoved(actor->target))
return;
CONS_Printf("%d\n", actor->movefactor/FRACUNIT);
//CONS_Printf("%d\n", actor->movefactor/FRACUNIT);
sx = actor->target->x + FixedMul((actor->movefactor), FINECOSINE((actor->angle)>>ANGLETOFINESHIFT));
sy = actor->target->y + FixedMul((actor->movefactor), FINESINE((actor->angle)>>ANGLETOFINESHIFT));
sz = actor->target->z + (actor->extravalue1) + FixedMul((actor->cvmem), FINECOSINE((leveltime*ANG1*10 + actor->angle)>>ANGLETOFINESHIFT));