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Unfuck glide slide/landing dust's P_RandomRange parameters
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1 changed files with 5 additions and 3 deletions
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@ -7667,7 +7667,8 @@ static void P_SkidStuff(player_t *player)
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// Spawn a particle every 3 tics.
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else if (!(player->skidtime % 3))
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{
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mobj_t *particle = P_SpawnMobjFromMobj(player->mo, P_RandomRange(-player->mo->radius, player->mo->radius), P_RandomRange(-player->mo->radius, player->mo->radius), 0, MT_SPINDUST);
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fixed_t radius = player->mo->radius >> FRACBITS;
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mobj_t *particle = P_SpawnMobjFromMobj(player->mo, P_RandomRange(-radius, radius) << FRACBITS, P_RandomRange(-radius, radius) << FRACBITS, 0, MT_SPINDUST);
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particle->tics = 10;
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particle->destscale = (2*player->mo->scale)/3;
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@ -7769,9 +7770,10 @@ static void P_MovePlayer(player_t *player)
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if (player->charability == CA_GLIDEANDCLIMB && player->mo->state-states == S_PLAY_GLIDE_LANDING)
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{
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player->pflags |= PF_STASIS;
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if ((player->mo->tics + 1) % 3 == 0 && player->speed > 5*player->mo->scale)
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if ((player->mo->tics + 1) % 3 == 0 && player->speed > 5*player->mo->scale) // Copy of the glide-slide dust effect, for consistency
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{
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mobj_t *particle = P_SpawnMobjFromMobj(player->mo, P_RandomRange(-player->mo->radius, player->mo->radius), P_RandomRange(-player->mo->radius, player->mo->radius), 0, MT_SPINDUST);
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fixed_t radius = player->mo->radius >> FRACBITS;
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mobj_t *particle = P_SpawnMobjFromMobj(player->mo, P_RandomRange(-radius, radius) << FRACBITS, P_RandomRange(-radius, radius) << FRACBITS, 0, MT_SPINDUST);
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particle->tics = 10;
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particle->destscale = (2*player->mo->scale)/3;
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