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Use mapobjectscale
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parent
02425bade6
commit
c6c13bda64
2 changed files with 8 additions and 8 deletions
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@ -1841,8 +1841,8 @@ void P_CheckTimeLimit(void)
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battleovertime.x = item->x;
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battleovertime.y = item->y;
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battleovertime.z = item->z;
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battleovertime.radius = 4096*mapheaderinfo[gamemap-1]->mobj_scale;
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battleovertime.minradius = (cv_overtime.value == 2 ? 40 : 512)*mapheaderinfo[gamemap-1]->mobj_scale;
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battleovertime.radius = 4096*mapobjectscale;
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battleovertime.minradius = (cv_overtime.value == 2 ? 40 : 512) * mapobjectscale;
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battleovertime.enabled = 1;
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S_StartSound(NULL, sfx_kc47);
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}
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12
src/p_mobj.c
12
src/p_mobj.c
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@ -6417,7 +6417,7 @@ static void P_SpawnOvertimeParticles(fixed_t x, fixed_t y, mobjtype_t type, bool
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fixed_t flatz[MAXPLANESPERSECTOR];
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UINT8 numflats = 0;
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mobj_t *mo;
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fixed_t scale = mapheaderinfo[gamemap-1]->mobj_scale;
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fixed_t scale = mapobjectscale;
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subsector_t *ss = R_IsPointInSubsector(x, y);
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sector_t *sec;
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@ -6538,7 +6538,7 @@ void P_RunBattleOvertime(void)
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else
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{
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if (battleovertime.radius > battleovertime.minradius)
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battleovertime.radius -= mapheaderinfo[gamemap-1]->mobj_scale;
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battleovertime.radius -= mapobjectscale;
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else
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battleovertime.radius = battleovertime.minradius;
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}
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@ -6563,11 +6563,11 @@ void P_RunBattleOvertime(void)
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}
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// 16 orbs at the normal minimum size of 512
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orbs = max(4, FixedDiv(battleovertime.radius, 32*mapheaderinfo[gamemap-1]->mobj_scale)>>FRACBITS);
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orbs = max(4, FixedDiv(battleovertime.radius, 32*mapobjectscale)>>FRACBITS);
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for (i = 0; i < orbs; i++)
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{
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angle_t ang = FixedAngle(((((i+1) * 360) / orbs) - ((leveltime/2) % 360))<<FRACBITS);
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fixed_t scale = mapheaderinfo[gamemap-1]->mobj_scale + battleovertime.radius/1024;
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fixed_t scale = mapobjectscale + battleovertime.radius/1024;
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fixed_t x = battleovertime.x + P_ReturnThrustX(NULL, ang, battleovertime.radius - FixedMul(mobjinfo[MT_OVERTIMEORB].radius, scale));
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fixed_t y = battleovertime.y + P_ReturnThrustY(NULL, ang, battleovertime.radius - FixedMul(mobjinfo[MT_OVERTIMEORB].radius, scale));
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P_SpawnOvertimeParticles(x, y, MT_OVERTIMEORB, true);
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@ -6577,7 +6577,7 @@ void P_RunBattleOvertime(void)
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return;
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/*if (!S_IdPlaying(sfx_s3kd4s)) // global ambience
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S_StartSoundAtVolume(NULL, sfx_s3kd4s, min(255, ((4096*mapheaderinfo[gamemap-1]->mobj_scale) - battleovertime.radius)>>FRACBITS / 2));*/
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S_StartSoundAtVolume(NULL, sfx_s3kd4s, min(255, ((4096*mapobjectscale) - battleovertime.radius)>>FRACBITS / 2));*/
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for (i = 0; i < 16; i++)
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{
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@ -9294,7 +9294,7 @@ void P_MobjThinker(mobj_t *mobj)
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if (battleovertime.enabled)
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{
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mobj_t *ghost;
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fixed_t dist = min((4096*mapheaderinfo[gamemap-1]->mobj_scale - battleovertime.radius) / 2, 512*mapheaderinfo[gamemap-1]->mobj_scale);
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fixed_t dist = min((4096*mapobjectscale - battleovertime.radius) / 2, 512*mapobjectscale);
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angle_t ang = FixedAngle((leveltime % 360) << FRACBITS);
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P_TeleportMove(mobj, battleovertime.x + P_ReturnThrustX(NULL, ang, dist),
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battleovertime.y + P_ReturnThrustY(NULL, ang, dist), battleovertime.z);
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