Fixed being able to get hurt after the mission is over.
There were two problems: 1. Some areas did not have any code to protect against this. 2. In one area that did have such code, it was malformed, and actually caused the "no damage" cheat to be negated after the mission was completed. Both have been fixed.
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@ -1642,7 +1642,7 @@ void alien_move(object *alien)
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{
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if (alien->classDef == CD_ASTEROID)
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{
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if (!engine.cheatShield)
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if ((!engine.cheatShield) && (engine.missionCompleteTimer == 0))
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player.shield -= alien->shield;
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alien->shield = 0;
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audio_playSound(SFX_EXPLOSION, alien->x);
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@ -1652,7 +1652,7 @@ void alien_move(object *alien)
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if (alien->classDef == CD_ASTEROID2)
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{
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if (!engine.cheatShield)
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if ((!engine.cheatShield) && (engine.missionCompleteTimer == 0))
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player.shield -= alien->shield;
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alien->shield = 0;
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audio_playSound(SFX_EXPLOSION, alien->x);
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@ -1662,7 +1662,7 @@ void alien_move(object *alien)
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if (alien->classDef == CD_BARRIER)
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{
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if (!engine.cheatShield)
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if ((!engine.cheatShield) && (engine.missionCompleteTimer == 0))
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player.shield--;
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player.hit = 5;
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audio_playSound(SFX_HIT, player.x);
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@ -678,7 +678,7 @@ static void game_doBullets()
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{
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old_shield = player.shield;
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if ((!engine.cheatShield) || (engine.missionCompleteTimer != 0))
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if ((!engine.cheatShield) && (engine.missionCompleteTimer == 0))
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{
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if ((player.shield > engine.lowShield) &&
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(player.shield - bullet->damage <= engine.lowShield))
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@ -164,8 +164,8 @@ void ship_fireRay(object *ship)
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if (player.shield > 0)
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{
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if (game_collision(player.x, player.y, player.image[0]->w,
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player.image[0]->h, ray.x, ray.y, ray.w, ray.h) &&
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(!engine.cheatShield))
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player.image[0]->h, ray.x, ray.y, ray.w, ray.h) &&
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(!engine.cheatShield) && (engine.missionCompleteTimer == 0))
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{
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if (player.shield > engine.lowShield)
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{
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