From cc9dc13f55e434abd2bb1d3ec9fd5bf7c424a240 Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Fri, 7 Dec 2007 05:12:30 +0000 Subject: [PATCH] - Fixed the PowerTimeFreezer, too. It got easier once I realized that I only need to be concerned about changing the flag on odd tics, since A_Tracer() is called every two tics, not four. SVN r584 (trunk) --- docs/rh-log.txt | 3 +++ src/g_shared/a_artifacts.cpp | 35 +++++++++++++++++++++++++++++------ 2 files changed, 32 insertions(+), 6 deletions(-) diff --git a/docs/rh-log.txt b/docs/rh-log.txt index a128ded91..1c11e0221 100644 --- a/docs/rh-log.txt +++ b/docs/rh-log.txt @@ -1,4 +1,7 @@ December 6, 2007 +- Fixed the PowerTimeFreezer, too. It got easier once I realized that I only + need to be concerned about changing the flag on odd tics, since A_Tracer() + is called every two tics, not four. - Fixed: Using the freeze command would make the Revenant missiles switch their seekingness. The only sane way to deal with this seemed to be to sync the freeze changes with the timer check in A_Tracer(), so that's what diff --git a/src/g_shared/a_artifacts.cpp b/src/g_shared/a_artifacts.cpp index 8a92be633..4744afe22 100644 --- a/src/g_shared/a_artifacts.cpp +++ b/src/g_shared/a_artifacts.cpp @@ -1395,8 +1395,22 @@ void APowerTimeFreezer::InitEffect( ) } } - // Finally, freeze the game. - level.flags|= LEVEL_FROZEN; + // [RH] The effect ends one tic after the counter hits zero, so make + // sure we start at an odd count. + EffectTics += !(EffectTics & 1); + if ((EffectTics & 1) == 0) + { + EffectTics++; + } + // Make sure the effect starts and ends on an even tic. + if ((level.time & 1) == 0) + { + level.flags |= LEVEL_FROZEN; + } + else + { + EffectTics++; + } } //=========================================================================== @@ -1408,11 +1422,20 @@ void APowerTimeFreezer::InitEffect( ) void APowerTimeFreezer::DoEffect( ) { Super::DoEffect(); + // [RH] Do not change LEVEL_FROZEN on odd tics, or the Revenant's tracer + // will get thrown off. + if (level.time & 1) + { + return; + } + // [RH] The "blinking" needs to check against level.time, not EffectTics, + // or it will never happen, because InitEffect ensures that EffectTics will + // always be odd when level.time is even. if ( EffectTics > 4*32 - || (( EffectTics > 3*32 && EffectTics <= 4*32 ) && EffectTics % 16 != 0 ) - || (( EffectTics > 2*32 && EffectTics <= 3*32 ) && EffectTics % 8 != 0 ) - || (( EffectTics > 32 && EffectTics <= 2*32 ) && EffectTics % 4 != 0 ) - || (( EffectTics > 0 && EffectTics <= 1*32 ) && EffectTics % 2 != 0 )) + || (( EffectTics > 3*32 && EffectTics <= 4*32 ) && (level.time & 15) != 0 ) + || (( EffectTics > 2*32 && EffectTics <= 3*32 ) && (level.time & 7) != 0 ) + || (( EffectTics > 32 && EffectTics <= 2*32 ) && (level.time & 3) != 0 ) + || (( EffectTics > 0 && EffectTics <= 1*32 ) && (level.time & 1) != 0 )) level.flags |= LEVEL_FROZEN; else level.flags &= ~LEVEL_FROZEN;