Reduced aggravating stationary Shadow range + fixed whitespace

This commit is contained in:
Latapostrophe 2018-10-24 23:57:08 +02:00
parent 77fd7704e8
commit ac4a2f3d02
2 changed files with 2 additions and 2 deletions

View File

@ -8454,7 +8454,7 @@ void A_RandomShadowFrame(mobj_t *actor)
P_SetScale(actor, FRACUNIT*3/2);
// I have NO CLUE how to hardcode all of that fancy Linedef Executor shit so the fire spinout will be done by these entities directly.
if (P_LookForPlayers(actor, false, false, 512<<FRACBITS)) // got target
if (P_LookForPlayers(actor, false, false, 380<<FRACBITS)) // got target
{
if (actor->target && !actor->target->player->powers[pw_flashing]
&& !actor->target->player->kartstuff[k_invincibilitytimer]

View File

@ -2043,7 +2043,7 @@ void ST_Drawer(void)
// No deadview!
stplyr = &players[displayplayer];
ST_overlayDrawer();
if (splitscreen)
{
stplyr = &players[secondarydisplayplayer];