From b205602db6be8ab32438509bd7bd148ca70cde85 Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Sat, 4 May 2019 19:43:14 +0100 Subject: [PATCH] DO NOT USE FRACUNIT AS A LAZY WAY TO DO UPPER 16 BITS FOR ACTION VARS --- src/info.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/info.c b/src/info.c index fa24132a1..28ca6452d 100644 --- a/src/info.c +++ b/src/info.c @@ -1364,7 +1364,7 @@ state_t states[NUMSTATES] = {SPR_FANG, 5, 0, {A_Repeat}, 3, S_FANG_FIRE1, S_FANG_WAIT1}, // S_FANG_FIREREPEAT // End of loop {SPR_FANG, 19, 18, {A_LookForBetter}, 1, 0, S_FANG_LOBSHOT2}, // S_FANG_LOBSHOT1 - {SPR_FANG, 20, 18, {A_BrakLobShot}, MT_FBOMB, 32+FRACUNIT, S_FANG_WAIT1}, // S_FANG_LOBSHOT2 + {SPR_FANG, 20, 18, {A_BrakLobShot}, MT_FBOMB, 32+(1<<16), S_FANG_WAIT1}, // S_FANG_LOBSHOT2 {SPR_FANG, FF_ANIMATE|15, 70, {NULL}, 1, 5, S_FANG_WAIT2}, // S_FANG_WAIT1 {SPR_FANG, 0, 35, {A_Look}, 1, 0, S_FANG_IDLE1}, // S_FANG_WAIT2 @@ -1394,7 +1394,7 @@ state_t states[NUMSTATES] = {SPR_FANG, 17, 104, {NULL}, 0, 0, S_FANG_DIE5}, // S_FANG_DIE4 {SPR_FANG, 11, 0, {A_PlaySound}, sfx_jump, 0, S_FANG_DIE6}, // S_FANG_DIE5 - {SPR_FANG, 11, 1, {A_ZThrust}, 6, FRACUNIT|1, S_FANG_DIE7}, // S_FANG_DIE6 + {SPR_FANG, 11, 1, {A_ZThrust}, 6, (1<<16)|1, S_FANG_DIE7}, // S_FANG_DIE6 {SPR_FANG, 11, 1, {A_Boss5CheckFalling}, S_FANG_FLEEPATHING1, S_FANG_DIE8, S_FANG_DIE7}, // S_FANG_DIE7 {SPR_FANG, 12, 1, {A_Boss5CheckOnGround}, S_FANG_FLEEPATHING1, 0, S_FANG_DIE8}, // S_FANG_DIE8