Mario invincibility colours now span solely the saturated colours (no white to black, no peach, no brown)

This commit is contained in:
toasterbabe 2016-08-09 13:59:31 +01:00
parent 841ee6eca0
commit bc7389327a
2 changed files with 2 additions and 2 deletions

View File

@ -4350,7 +4350,7 @@ void G_GhostTicker(void)
g->mo->color += abs( ( (signed)( (unsigned)leveltime >> 1 ) % 9) - 4); g->mo->color += abs( ( (signed)( (unsigned)leveltime >> 1 ) % 9) - 4);
break; break;
case GHC_INVINCIBLE: // Mario invincibility (P_CheckInvincibilityTimer) case GHC_INVINCIBLE: // Mario invincibility (P_CheckInvincibilityTimer)
g->mo->color = (UINT8)(leveltime % MAXSKINCOLORS); g->mo->color = (UINT8)(SKINCOLOR_RED + (leveltime % (MAXSKINCOLORS - SKINCOLOR_RED))); // Passes through all saturated colours
break; break;
default: default:
break; break;

View File

@ -2111,7 +2111,7 @@ static void P_CheckInvincibilityTimer(player_t *player)
return; return;
if (mariomode && !player->powers[pw_super]) if (mariomode && !player->powers[pw_super])
player->mo->color = (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1))); player->mo->color = (UINT8)(SKINCOLOR_RED + (leveltime % (MAXSKINCOLORS - SKINCOLOR_RED))); // Passes through all saturated colours
else if (leveltime % (TICRATE/7) == 0) else if (leveltime % (TICRATE/7) == 0)
{ {
mobj_t *sparkle = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_IVSP); mobj_t *sparkle = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_IVSP);