Changed the AI of the executive transport to "evasive".
This makes more sense; it's unarmed, after all. A quick test shows that it doesn't cause any problems (like making the game annoying).
This commit is contained in:
parent
9a474f1416
commit
9104fcaa10
|
@ -446,7 +446,7 @@ void alien_defs_init()
|
|||
|
||||
// Executive Transport
|
||||
alien_defs[CD_EXEC].classDef = CD_BOSS;
|
||||
alien_defs[CD_EXEC].AIType = AI_NORMAL;
|
||||
alien_defs[CD_EXEC].AIType = AI_EVASIVE;
|
||||
alien_defs[CD_EXEC].speed = 5;
|
||||
alien_defs[CD_EXEC].maxShield = 1000;
|
||||
alien_defs[CD_EXEC].shield = 1000;
|
||||
|
|
|
@ -528,11 +528,11 @@ static void intermission_showStatus(SDL_Surface *infoSurface)
|
|||
|
||||
static void intermission_updateCommsSurface(SDL_Surface *comms)
|
||||
{
|
||||
char string[255];
|
||||
|
||||
if (engine.commsSection == 1)
|
||||
return;
|
||||
|
||||
char string[255];
|
||||
|
||||
gfx_drawRect(comms, 0, 10, comms->w - 1, 55, 0x00, 0x22, 0x00);
|
||||
gfx_blit(gfx_faceSprites[FS_CHRIS], 20, 15, comms);
|
||||
gfx_renderString("Chris Bainfield", 80, 15, FONT_WHITE, 0, comms);
|
||||
|
@ -546,7 +546,7 @@ static void intermission_createCommsSurface(SDL_Surface *comms)
|
|||
|
||||
gfx_drawRect(comms, 0, 0, comms->w - 1, comms->h - 1, 0x00, 0x00, 0x25);
|
||||
|
||||
gfx_renderString("+++ RECEIVED MESSAGES +++", 115, 80, FONT_GREEN, 0, comms);
|
||||
gfx_renderString("+++ CURRENT MISSIONS (click for info) +++", -1, 80, FONT_GREEN, 0, comms);
|
||||
|
||||
int yOffset;
|
||||
|
||||
|
@ -978,7 +978,7 @@ static void intermission_createMissionDetailSurface(SDL_Surface *comms, int miss
|
|||
gfx_renderString(string, -1, 20, FONT_GREEN, 0, comms);
|
||||
|
||||
gfx_drawRect(comms, 5, comms->h - 28, 180, 20, 0x25, 0x00, 0x00);
|
||||
gfx_renderString("RETURN TO MESSAGES", 15, comms->h - 25, FONT_WHITE, 1, comms);
|
||||
gfx_renderString("RETURN TO MISSIONS", 15, comms->h - 25, FONT_WHITE, 1, comms);
|
||||
|
||||
engine.commsSection = 1;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue