From ac4a2f3d026d09715f080f364e4ec1239cb5f33c Mon Sep 17 00:00:00 2001 From: Latapostrophe Date: Wed, 24 Oct 2018 23:57:08 +0200 Subject: [PATCH] Reduced aggravating stationary Shadow range + fixed whitespace --- src/p_enemy.c | 2 +- src/st_stuff.c | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/src/p_enemy.c b/src/p_enemy.c index 0de402ad..d77fdd4a 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -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<target && !actor->target->player->powers[pw_flashing] && !actor->target->player->kartstuff[k_invincibilitytimer] diff --git a/src/st_stuff.c b/src/st_stuff.c index 87009f54..5ba00015 100644 --- a/src/st_stuff.c +++ b/src/st_stuff.c @@ -2043,7 +2043,7 @@ void ST_Drawer(void) // No deadview! stplyr = &players[displayplayer]; ST_overlayDrawer(); - + if (splitscreen) { stplyr = &players[secondarydisplayplayer];