Two minor fixes for Marathon Mode.

* Apply the RTA penalty to the live event backup rather than the current timer. (Resolves #184)
* Snap the character name and timer mode text to the bottom of the screen, just above the bar.
This commit is contained in:
toaster 2020-07-12 13:00:08 +01:00
parent 84373b1726
commit e1a217dc10
2 changed files with 2 additions and 2 deletions

View file

@ -1684,7 +1684,7 @@ void F_GameEvaluationDrawer(void)
endingtext = va("%s & %s, %s%s", skins[players[consoleplayer].skin].realname, skins[botskin-1].realname, rtatext, cuttext);
else
endingtext = va("%s, %s%s", skins[players[consoleplayer].skin].realname, rtatext, cuttext);
V_DrawCenteredString(BASEVIDWIDTH/2, 182, (ultimatemode ? V_REDMAP : V_YELLOWMAP), endingtext);
V_DrawCenteredString(BASEVIDWIDTH/2, 182, V_SNAPTOBOTTOM|(ultimatemode ? V_REDMAP : V_YELLOWMAP), endingtext);
}
}

View file

@ -4505,7 +4505,7 @@ void G_SaveGame(UINT32 slot, INT16 mapnum)
{
UINT32 writetime = marathontime;
if (!(marathonmode & MA_INGAME))
marathontime += TICRATE*5; // live event backup penalty because we don't know how long it takes to get to the next map
writetime += TICRATE*5; // live event backup penalty because we don't know how long it takes to get to the next map
WRITEUINT32(save_p, writetime);
WRITEUINT8(save_p, (marathonmode & ~MA_INIT));
}