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Disable the debug prints for now
Just incase they are needed again in the future, for whatever reason.
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2 changed files with 2 additions and 2 deletions
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@ -3792,7 +3792,7 @@ void K_SpawnSparkleTrail(mobj_t *mo)
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sparkle = P_SpawnMobj(newx, newy, newz, MT_SPARKLETRAIL);
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sparkle->angle = R_PointToAngle2(mo->x, mo->y, sparkle->x, sparkle->y);
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sparkle->movefactor = R_PointToDist2(mo->x, mo->y, sparkle->x, sparkle->y); // Save the distance we spawned away from the player.
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CONS_Printf("movefactor: %d\n", sparkle->movefactor/FRACUNIT);
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//CONS_Printf("movefactor: %d\n", sparkle->movefactor/FRACUNIT);
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sparkle->extravalue1 = (sparkle->z - mo->z); // Keep track of our Z position relative to the player's, I suppose.
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sparkle->extravalue2 = P_RandomRange(0, 1) ? 1 : -1; // Rotation direction?
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sparkle->cvmem = P_RandomRange(-25, 25)*mo->scale; // Vertical "angle"
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@ -9830,7 +9830,7 @@ void A_InvincSparkleRotate(mobj_t *actor)
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if (!actor->target || P_MobjWasRemoved(actor->target))
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return;
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CONS_Printf("%d\n", actor->movefactor/FRACUNIT);
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//CONS_Printf("%d\n", actor->movefactor/FRACUNIT);
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sx = actor->target->x + FixedMul((actor->movefactor), FINECOSINE((actor->angle)>>ANGLETOFINESHIFT));
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sy = actor->target->y + FixedMul((actor->movefactor), FINESINE((actor->angle)>>ANGLETOFINESHIFT));
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sz = actor->target->z + (actor->extravalue1) + FixedMul((actor->cvmem), FINECOSINE((leveltime*ANG1*10 + actor->angle)>>ANGLETOFINESHIFT));
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