Don't deplete special stage timer in water if you have water protection
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@ -482,7 +482,7 @@ static inline void P_DoSpecialStageStuff(void)
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countspheres += players[i].spheres;
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countspheres += players[i].spheres;
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// If in water, deplete timer 6x as fast.
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// If in water, deplete timer 6x as fast.
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if (players[i].mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER))
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if (players[i].mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER) && !(players[i].powers[pw_shield] & SH_PROTECTWATER))
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players[i].nightstime -= 5;
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players[i].nightstime -= 5;
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if (--players[i].nightstime > 6)
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if (--players[i].nightstime > 6)
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{
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{
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@ -1857,7 +1857,8 @@ static void ST_drawNiGHTSHUD(void)
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numbersize = 48/2;
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numbersize = 48/2;
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if ((oldspecialstage && leveltime & 2)
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if ((oldspecialstage && leveltime & 2)
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&& (stplyr->mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER)))
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&& (stplyr->mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER))
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&& !(stplyr->powers[pw_shield] & SH_PROTECTWATER))
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col = SKINCOLOR_ORANGE;
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col = SKINCOLOR_ORANGE;
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ST_DrawNightsOverlayNum((160 + numbersize)<<FRACBITS, 14<<FRACBITS, FRACUNIT, V_PERPLAYER|V_SNAPTOTOP, realnightstime, nightsnum, col);
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ST_DrawNightsOverlayNum((160 + numbersize)<<FRACBITS, 14<<FRACBITS, FRACUNIT, V_PERPLAYER|V_SNAPTOTOP, realnightstime, nightsnum, col);
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