Reduced aggravating stationary Shadow range + fixed whitespace
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77fd7704e8
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ac4a2f3d02
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@ -8454,7 +8454,7 @@ void A_RandomShadowFrame(mobj_t *actor)
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P_SetScale(actor, FRACUNIT*3/2);
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P_SetScale(actor, FRACUNIT*3/2);
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// 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.
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// 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.
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if (P_LookForPlayers(actor, false, false, 512<<FRACBITS)) // got target
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if (P_LookForPlayers(actor, false, false, 380<<FRACBITS)) // got target
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{
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{
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if (actor->target && !actor->target->player->powers[pw_flashing]
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if (actor->target && !actor->target->player->powers[pw_flashing]
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&& !actor->target->player->kartstuff[k_invincibilitytimer]
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&& !actor->target->player->kartstuff[k_invincibilitytimer]
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@ -2043,7 +2043,7 @@ void ST_Drawer(void)
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// No deadview!
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// No deadview!
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stplyr = &players[displayplayer];
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stplyr = &players[displayplayer];
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ST_overlayDrawer();
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ST_overlayDrawer();
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if (splitscreen)
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if (splitscreen)
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{
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{
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stplyr = &players[secondarydisplayplayer];
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stplyr = &players[secondarydisplayplayer];
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