I like this timing more.
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@ -64,7 +64,7 @@
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#define mariomode (maptol & TOL_MARIO)
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#define mariomode (maptol & TOL_MARIO)
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#define shortmario(player) ((player && mariomode && !player->powers[pw_shield] && !objectplacing) ? 1 : 0)
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#define shortmario(player) ((player && mariomode && !player->powers[pw_shield] && !objectplacing) ? 1 : 0)
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#define MARIOFLASHINGTICS 21
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#define MARIOFLASHINGTICS TICRATE/2
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#define P_GetPlayerHeight(player) (FixedMul(player->height, player->mo->scale) >> shortmario(player))
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#define P_GetPlayerHeight(player) (FixedMul(player->height, player->mo->scale) >> shortmario(player))
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#define P_GetPlayerSpinHeight(player) (FixedMul(player->spinheight, player->mo->scale) >> shortmario(player))
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#define P_GetPlayerSpinHeight(player) (FixedMul(player->spinheight, player->mo->scale) >> shortmario(player))
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@ -4066,7 +4066,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
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if (!mobj->player->powers[pw_nocontrol]++)
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if (!mobj->player->powers[pw_nocontrol]++)
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mobj->player->powers[pw_nocontrol]++;
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mobj->player->powers[pw_nocontrol]++;
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if (!((--mobj->player->powers[pw_marioflashing] - 1) % 5))
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if (!(--mobj->player->powers[pw_marioflashing] % 4))
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{
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{
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UINT16 shieldswitch = mobj->player->powers[pw_shield];
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UINT16 shieldswitch = mobj->player->powers[pw_shield];
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mobj->player->powers[pw_shield] = mobj->movecount;
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mobj->player->powers[pw_shield] = mobj->movecount;
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