Implemented an old super charge bug as a feature in "original" difficulty.

The bug in question caused the super charge to be stripped away when
you collected powerups; each powerup would limit that aspect of your
weapon to its maximum. This put a limit on how long you could keep the
super charge, so I've added it back in for "original" difficulty.
This commit is contained in:
onpon4 2015-04-08 20:09:43 -04:00
parent c0f3310376
commit 84978b6c6b
1 changed files with 14 additions and 1 deletions

View File

@ -241,7 +241,11 @@ static void game_doCollectables()
0, currentGame.maxPlasmaAmmo);
if (weapon[W_PLAYER_WEAPON].reload[0] <= rate2reload[currentGame.maxPlasmaRate])
{
sprintf(temp, "Firing rate already at maximum");
if (currentGame.difficulty == DIFFICULTY_ORIGINAL)
weapon[W_PLAYER_WEAPON].reload[0] = rate2reload[currentGame.maxPlasmaRate];
}
else
{
weapon[W_PLAYER_WEAPON].reload[0] -= 2;
@ -266,7 +270,11 @@ static void game_doCollectables()
0, currentGame.maxPlasmaAmmo);
if (weapon[W_PLAYER_WEAPON].ammo[0] >= currentGame.maxPlasmaOutput)
{
sprintf(temp, "Plasma output already at maximum");
if (currentGame.difficulty == DIFFICULTY_ORIGINAL)
weapon[W_PLAYER_WEAPON].ammo[0] = currentGame.maxPlasmaOutput;
}
else
{
weapon[W_PLAYER_WEAPON].ammo[0]++;
@ -291,8 +299,13 @@ static void game_doCollectables()
0, currentGame.maxPlasmaAmmo);
if (weapon[W_PLAYER_WEAPON].damage >= currentGame.maxPlasmaDamage)
{
sprintf(temp, "Plasma damage already at maximum");
else {
if (currentGame.difficulty == DIFFICULTY_ORIGINAL)
weapon[W_PLAYER_WEAPON].damage = currentGame.maxPlasmaDamage;
}
else
{
weapon[W_PLAYER_WEAPON].damage++;
sprintf(temp, "Plasma damage increased");
}