diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 2a23a4d6..c0a3514e 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -5147,7 +5147,7 @@ static void HWR_AddSprites(sector_t *sec, UINT8 ssplayer) // Handle all things in sector. // If a limit exists, handle things a tiny bit different. - if ((limit_dist = (fixed_t)((maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : cv_drawdist.value) << FRACBITS)) + if ((limit_dist = (fixed_t)(/*(maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : */cv_drawdist.value) << FRACBITS)) { for (thing = sec->thinglist; thing; thing = thing->snext) { diff --git a/src/info.c b/src/info.c index 40327462..932ff21a 100644 --- a/src/info.c +++ b/src/info.c @@ -10755,7 +10755,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL, // deathstate S_NULL, // xdeathstate sfx_None, // deathsound - -24*FRACUNIT, // speed + -72*FRACUNIT, // speed -- -24*FRACUNIT originally, srb2kart x3 (nya) 1*FRACUNIT, // radius 8*FRACUNIT, // height 0, // display offset diff --git a/src/m_menu.c b/src/m_menu.c index 03e74a9a..2f848a2a 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -1255,14 +1255,14 @@ static menuitem_t OP_VideoOptionsMenu[] = {IT_STRING | IT_CVAR, NULL, "Draw Distance", &cv_drawdist, 45}, //{IT_STRING | IT_CVAR, NULL, "NiGHTS Draw Dist", &cv_drawdist_nights, 55}, {IT_STRING | IT_CVAR, NULL, "Weather Draw Distance",&cv_drawdist_precip, 55}, - {IT_STRING | IT_CVAR, NULL, "Weather Density", &cv_precipdensity, 65}, - {IT_STRING | IT_CVAR, NULL, "Skyboxes", &cv_skybox, 75}, + //{IT_STRING | IT_CVAR, NULL, "Weather Density", &cv_precipdensity, 65}, + {IT_STRING | IT_CVAR, NULL, "Skyboxes", &cv_skybox, 65}, - {IT_STRING | IT_CVAR, NULL, "Show FPS", &cv_ticrate, 90}, - {IT_STRING | IT_CVAR, NULL, "Vertical Sync", &cv_vidwait, 100}, + {IT_STRING | IT_CVAR, NULL, "Show FPS", &cv_ticrate, 80}, + {IT_STRING | IT_CVAR, NULL, "Vertical Sync", &cv_vidwait, 90}, #ifdef HWRENDER - {IT_SUBMENU|IT_STRING, NULL, "OpenGL Options...", &OP_OpenGLOptionsDef, 115}, + {IT_SUBMENU|IT_STRING, NULL, "OpenGL Options...", &OP_OpenGLOptionsDef, 105}, #endif }; @@ -1275,7 +1275,7 @@ enum op_video_gamma, op_video_dd, op_video_wdd, - op_video_wd, + //op_video_wd, op_video_skybox, op_video_fps, op_video_vsync, diff --git a/src/p_mobj.c b/src/p_mobj.c index face1cd3..32ac6550 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -9744,13 +9744,12 @@ consvar_t cv_suddendeath = {"suddendeath", "Off", CV_NETVAR|CV_CHEAT, CV_OnOff, void P_SpawnPrecipitation(void) { - INT32 i, j, mrand; + INT32 i, mrand; fixed_t basex, basey, x, y, height; subsector_t *precipsector = NULL; precipmobj_t *rainmo = NULL; - if (dedicated || !cv_precipdensity.value || curWeather == PRECIP_NONE - || netgame) // SRB2Kart + if (dedicated || /*!cv_precipdensity*/!cv_drawdist_precip.value || curWeather == PRECIP_NONE) // SRB2Kart return; // Use the blockmap to narrow down our placing patterns @@ -9759,7 +9758,7 @@ void P_SpawnPrecipitation(void) basex = bmaporgx + (i % bmapwidth) * MAPBLOCKSIZE; basey = bmaporgy + (i / bmapwidth) * MAPBLOCKSIZE; - for (j = 0; j < cv_precipdensity.value; ++j) + //for (j = 0; j < cv_precipdensity.value; ++j) -- density is 1 for kart always { x = basex + ((M_RandomKey(MAPBLOCKUNITS<<3)<>3); y = basey + ((M_RandomKey(MAPBLOCKUNITS<<3)<>3); @@ -9769,7 +9768,11 @@ void P_SpawnPrecipitation(void) // No sector? Stop wasting time, // move on to the next entry in the blockmap if (!precipsector) - break; + continue; + + // Not in a sector with visible sky? + if (precipsector->sector->ceilingpic != skyflatnum) + continue; // Exists, but is too small for reasonable precipitation. if (!(precipsector->sector->floorheight <= precipsector->sector->ceilingheight - (32<sector->ceilingpic != skyflatnum) - continue; - rainmo = P_SpawnSnowMobj(x, y, height, MT_SNOWFLAKE); mrand = M_RandomByte(); if (mrand < 64) @@ -9792,13 +9791,7 @@ void P_SpawnPrecipitation(void) P_SetPrecipMobjState(rainmo, S_SNOW2); } else // everything else. - { - // Not in a sector with visible sky. - if (precipsector->sector->ceilingpic != skyflatnum) - continue; - rainmo = P_SpawnRainMobj(x, y, height, MT_RAIN); - } // Randomly assign a height, now that floorz is set. rainmo->z = M_RandomRange(rainmo->floorz>>FRACBITS, rainmo->ceilingz>>FRACBITS)<thinglist; thing; thing = thing->snext) {