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.
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15
src/game.cpp
15
src/game.cpp
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@ -241,7 +241,11 @@ static void game_doCollectables()
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0, currentGame.maxPlasmaAmmo);
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if (weapon[W_PLAYER_WEAPON].reload[0] <= rate2reload[currentGame.maxPlasmaRate])
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{
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sprintf(temp, "Firing rate already at maximum");
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if (currentGame.difficulty == DIFFICULTY_ORIGINAL)
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weapon[W_PLAYER_WEAPON].reload[0] = rate2reload[currentGame.maxPlasmaRate];
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}
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else
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{
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weapon[W_PLAYER_WEAPON].reload[0] -= 2;
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@ -266,7 +270,11 @@ static void game_doCollectables()
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0, currentGame.maxPlasmaAmmo);
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if (weapon[W_PLAYER_WEAPON].ammo[0] >= currentGame.maxPlasmaOutput)
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{
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sprintf(temp, "Plasma output already at maximum");
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if (currentGame.difficulty == DIFFICULTY_ORIGINAL)
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weapon[W_PLAYER_WEAPON].ammo[0] = currentGame.maxPlasmaOutput;
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}
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else
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{
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weapon[W_PLAYER_WEAPON].ammo[0]++;
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@ -291,8 +299,13 @@ static void game_doCollectables()
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0, currentGame.maxPlasmaAmmo);
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if (weapon[W_PLAYER_WEAPON].damage >= currentGame.maxPlasmaDamage)
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{
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sprintf(temp, "Plasma damage already at maximum");
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else {
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if (currentGame.difficulty == DIFFICULTY_ORIGINAL)
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weapon[W_PLAYER_WEAPON].damage = currentGame.maxPlasmaDamage;
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}
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else
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{
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weapon[W_PLAYER_WEAPON].damage++;
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sprintf(temp, "Plasma damage increased");
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}
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