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Mario invincibility colours now span solely the saturated colours (no white to black, no peach, no brown)
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parent
841ee6eca0
commit
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2 changed files with 2 additions and 2 deletions
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@ -4350,7 +4350,7 @@ void G_GhostTicker(void)
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g->mo->color += abs( ( (signed)( (unsigned)leveltime >> 1 ) % 9) - 4);
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g->mo->color += abs( ( (signed)( (unsigned)leveltime >> 1 ) % 9) - 4);
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break;
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break;
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case GHC_INVINCIBLE: // Mario invincibility (P_CheckInvincibilityTimer)
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case GHC_INVINCIBLE: // Mario invincibility (P_CheckInvincibilityTimer)
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g->mo->color = (UINT8)(leveltime % MAXSKINCOLORS);
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g->mo->color = (UINT8)(SKINCOLOR_RED + (leveltime % (MAXSKINCOLORS - SKINCOLOR_RED))); // Passes through all saturated colours
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break;
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break;
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default:
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default:
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break;
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break;
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@ -2111,7 +2111,7 @@ static void P_CheckInvincibilityTimer(player_t *player)
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return;
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return;
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if (mariomode && !player->powers[pw_super])
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if (mariomode && !player->powers[pw_super])
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player->mo->color = (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1)));
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player->mo->color = (UINT8)(SKINCOLOR_RED + (leveltime % (MAXSKINCOLORS - SKINCOLOR_RED))); // Passes through all saturated colours
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else if (leveltime % (TICRATE/7) == 0)
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else if (leveltime % (TICRATE/7) == 0)
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{
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{
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mobj_t *sparkle = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_IVSP);
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mobj_t *sparkle = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_IVSP);
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