Adjust hardcoded skin numbers for character-related events, to fit with the re-ordered skins.
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parent
bf761a26d6
commit
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10
src/p_mobj.c
10
src/p_mobj.c
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@ -7735,7 +7735,7 @@ void P_MobjThinker(mobj_t *mobj)
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actualwork = work = FixedHypot(mobj->x-players[i].mo->x, mobj->y-players[i].mo->y);
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actualwork = work = FixedHypot(mobj->x-players[i].mo->x, mobj->y-players[i].mo->y);
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if (player)
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if (player)
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{
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{
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if (players[i].skin == 0 || players[i].skin == 3)
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if (players[i].skin == 0 || players[i].skin == 5)
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work = (2*work)/3;
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work = (2*work)/3;
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if (work >= pdist)
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if (work >= pdist)
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continue;
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continue;
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@ -7773,7 +7773,7 @@ void P_MobjThinker(mobj_t *mobj)
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if (mobj->target != player->mo)
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if (mobj->target != player->mo)
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P_SetTarget(&mobj->target, player->mo);
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P_SetTarget(&mobj->target, player->mo);
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targonground = (P_IsObjectOnGround(mobj->target) && (player->panim == PA_IDLE || player->panim == PA_WALK || player->panim == PA_RUN));
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targonground = (P_IsObjectOnGround(mobj->target) && (player->panim == PA_IDLE || player->panim == PA_WALK || player->panim == PA_RUN));
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love = (player->skin == 0 || player->skin == 3);
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love = (player->skin == 0 || player->skin == 5);
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switch (stat)
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switch (stat)
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{
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{
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@ -10366,13 +10366,13 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
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break;
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break;
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case MT_METALSONIC_BATTLE:
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case MT_METALSONIC_BATTLE:
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case MT_METALSONIC_RACE:
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case MT_METALSONIC_RACE:
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sc = 3;
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sc = 5;
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break;
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break;
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case MT_FANG:
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case MT_FANG:
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sc = 4;
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sc = 4;
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break;
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break;
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case MT_ROSY:
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case MT_ROSY:
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sc = 5;
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sc = 3;
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break;
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break;
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case MT_CORK:
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case MT_CORK:
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mobj->flags2 |= MF2_SUPERFIRE;
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mobj->flags2 |= MF2_SUPERFIRE;
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@ -11560,7 +11560,7 @@ You should think about modifying the deathmatch starts to take full advantage of
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{
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{
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if (mariomode)
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if (mariomode)
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i = MT_TOAD; // don't remove on penalty of death
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i = MT_TOAD; // don't remove on penalty of death
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else if (!(netgame || multiplayer) && players[consoleplayer].skin == 5)
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else if (!(netgame || multiplayer) && players[consoleplayer].skin == 3)
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return; // no doubles
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return; // no doubles
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}
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}
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