Always show the arrow as red in Classic difficulty.
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@ -54,11 +54,6 @@ as possible. However, there are several minor differences in addition to
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the changes to graphics, sound, and dialog. Here you can fine a list of
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the changes to graphics, sound, and dialog. Here you can fine a list of
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notable differences.
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notable differences.
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* The arrow pointing toward the current target is colored green if the
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target is an ally, whereas version 1.1 always showed a red arrow.
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The arrow is also positioned lower than in version 1.1 and does not
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disappear when radio messages are broadcast.
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* Life bars for named characters are labeled with the respective
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* Life bars for named characters are labeled with the respective
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character's name instead of "Target".
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character's name instead of "Target".
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32
src/game.c
32
src/game.c
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@ -1720,25 +1720,41 @@ static void game_doArrow(int i)
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if (aliens[i].x + aliens[i].image[0]->w < 0)
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if (aliens[i].x + aliens[i].image[0]->w < 0)
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{
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{
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if (aliens[i].y + aliens[i].image[0]->h < 0)
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if (aliens[i].y + aliens[i].image[0]->h < 0)
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arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_NORTHWEST : SP_ARROW_NORTHWEST;
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arrow = (((game.difficulty != DIFFICULTY_ORIGINAL) &&
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(aliens[i].flags & FL_FRIEND)) ?
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SP_ARROW_FRIEND_NORTHWEST : SP_ARROW_NORTHWEST);
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else if (aliens[i].y > screen->h)
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else if (aliens[i].y > screen->h)
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arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_SOUTHWEST : SP_ARROW_SOUTHWEST;
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arrow = (((game.difficulty != DIFFICULTY_ORIGINAL) &&
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(aliens[i].flags & FL_FRIEND)) ?
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SP_ARROW_FRIEND_SOUTHWEST : SP_ARROW_SOUTHWEST);
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else
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else
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arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_WEST : SP_ARROW_WEST;
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arrow = (((game.difficulty != DIFFICULTY_ORIGINAL) &&
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(aliens[i].flags & FL_FRIEND)) ?
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SP_ARROW_FRIEND_WEST : SP_ARROW_WEST);
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}
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}
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else if (aliens[i].x > screen->w)
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else if (aliens[i].x > screen->w)
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{
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{
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if (aliens[i].y + aliens[i].image[0]->h < 0)
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if (aliens[i].y + aliens[i].image[0]->h < 0)
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arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_NORTHEAST : SP_ARROW_NORTHEAST;
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arrow = (((game.difficulty != DIFFICULTY_ORIGINAL) &&
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(aliens[i].flags & FL_FRIEND)) ?
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SP_ARROW_FRIEND_NORTHEAST : SP_ARROW_NORTHEAST);
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else if (aliens[i].y > screen->h)
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else if (aliens[i].y > screen->h)
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arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_SOUTHEAST : SP_ARROW_SOUTHEAST;
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arrow = (((game.difficulty != DIFFICULTY_ORIGINAL) &&
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(aliens[i].flags & FL_FRIEND)) ?
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SP_ARROW_FRIEND_SOUTHEAST : SP_ARROW_SOUTHEAST);
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else
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else
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arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_EAST : SP_ARROW_EAST;
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arrow = (((game.difficulty != DIFFICULTY_ORIGINAL) &&
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(aliens[i].flags & FL_FRIEND)) ?
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SP_ARROW_FRIEND_EAST : SP_ARROW_EAST);
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}
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}
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else if (aliens[i].y + aliens[i].image[0]->h < 0)
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else if (aliens[i].y + aliens[i].image[0]->h < 0)
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arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_NORTH : SP_ARROW_NORTH;
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arrow = (((game.difficulty != DIFFICULTY_ORIGINAL) &&
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(aliens[i].flags & FL_FRIEND)) ?
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SP_ARROW_FRIEND_NORTH : SP_ARROW_NORTH);
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else if (aliens[i].y > screen->h)
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else if (aliens[i].y > screen->h)
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arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_SOUTH : SP_ARROW_SOUTH;
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arrow = (((game.difficulty != DIFFICULTY_ORIGINAL) &&
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(aliens[i].flags & FL_FRIEND)) ?
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SP_ARROW_FRIEND_SOUTH : SP_ARROW_SOUTH);
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if (arrow != -1)
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if (arrow != -1)
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{
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{
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