Removed the instant teleportation in Spirit.
I understand where this came from; obviously, this was how travel originally worked, and then the version that made interceptions possible was added later. But the thing is, making Spirit a special case causes the interface to suddenly change on you, and that breaks the flow of the game for no particular reason other than saving a bit of time. So this special code which causes you to instantly teleport in Spirit has now been removed. There is still no danger of encountering interceptions, but I'll be changing that for all non-Classic difficulties as well in another commit.
This commit is contained in:
parent
d5a66ffc01
commit
0fb3c04b5e
|
@ -451,20 +451,8 @@ static bool intermission_showSystem(float x, float y, bool selectable)
|
|||
screen_renderString(systemPlanet[planet].name, -1, 545, FONT_WHITE);
|
||||
if ((engine.keyState[KEY_FIRE]))
|
||||
{
|
||||
if (game.system == SYSTEM_SPIRIT)
|
||||
{
|
||||
game.stationedPlanet = planet;
|
||||
game.destinationPlanet = planet;
|
||||
game.area = systemPlanet[game.stationedPlanet].missionNumber;
|
||||
strcpy(game.stationedName, systemPlanet[game.stationedPlanet].name);
|
||||
saveGame(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
game.destinationPlanet = planet;
|
||||
strcpy(game.destinationName, systemPlanet[game.destinationPlanet].name);
|
||||
}
|
||||
|
||||
game.destinationPlanet = planet;
|
||||
strcpy(game.destinationName, systemPlanet[game.destinationPlanet].name);
|
||||
rtn = true;
|
||||
engine.keyState[KEY_FIRE] = 0;
|
||||
}
|
||||
|
@ -1224,6 +1212,9 @@ int intermission()
|
|||
|
||||
switch (game.system)
|
||||
{
|
||||
case SYSTEM_SPIRIT:
|
||||
interceptionChance = 0;
|
||||
break;
|
||||
case SYSTEM_EYANANTH:
|
||||
interceptionChance = 1. / 300.;
|
||||
break;
|
||||
|
@ -1371,21 +1362,12 @@ int intermission()
|
|||
|
||||
if (intermission_showSystem(sinX, cosY, true))
|
||||
{
|
||||
if (game.system == SYSTEM_SPIRIT)
|
||||
{
|
||||
sprintf(string, "Stationed At: %s", systemPlanet[game.stationedPlanet].name);
|
||||
gfx_createTextObject(TS_CURRENT_PLANET, string, 90, 450, FONT_WHITE);
|
||||
intermission_updateCommsSurface(commsSurface);
|
||||
}
|
||||
else
|
||||
{
|
||||
sprintf(string, "Destination: %s", systemPlanet[game.destinationPlanet].name);
|
||||
gfx_createTextObject(TS_DEST_PLANET, string, 550, 450, FONT_WHITE);
|
||||
}
|
||||
sprintf(string, "Destination: %s", systemPlanet[game.destinationPlanet].name);
|
||||
gfx_createTextObject(TS_DEST_PLANET, string, 550, 450, FONT_WHITE);
|
||||
}
|
||||
|
||||
screen_blitText(TS_CURRENT_PLANET);
|
||||
if ((game.system > SYSTEM_SPIRIT) && (game.stationedPlanet != game.destinationPlanet))
|
||||
if (game.stationedPlanet != game.destinationPlanet)
|
||||
screen_blitText(TS_DEST_PLANET);
|
||||
break;
|
||||
|
||||
|
|
Loading…
Reference in New Issue