Simplified a few statements by making them depend on easy > assisted.

Minor internal change.
This commit is contained in:
diligentcircle 2021-09-17 22:22:39 -04:00
parent 5842ff98d8
commit e6f679c4e2
3 changed files with 3 additions and 6 deletions

View File

@ -124,8 +124,7 @@ void collectable_add(float x, float y, int type, int value, int life)
type = P_PLASMA_RATE;
if ((game.difficulty == DIFFICULTY_NIGHTMARE)
|| ((game.difficulty != DIFFICULTY_SUPEREASY)
&& (game.difficulty != DIFFICULTY_EASY)
|| ((game.difficulty > DIFFICULTY_EASY)
&& (game.difficulty != DIFFICULTY_ORIGINAL)
&& ((game.area == MISN_MOEBO)
|| (game.area == MISN_ELAMALE)

View File

@ -903,8 +903,7 @@ static void game_doBullets()
}
}
if ((game.difficulty != DIFFICULTY_SUPEREASY)
&& (game.difficulty != DIFFICULTY_EASY)
if ((game.difficulty > DIFFICULTY_EASY)
&& ((bullet->owner == &player) || (bullet->id == WT_ROCKET)))
{
for (int j = 0 ; j < 20 ; j++)

View File

@ -1467,8 +1467,7 @@ int intermission()
intermission_createCommsSurface(commsSurface);
// Remove the Supercharge, if it is there
if ((game.difficulty != DIFFICULTY_SUPEREASY)
&& (game.difficulty != DIFFICULTY_EASY)
if ((game.difficulty > DIFFICULTY_EASY)
&& (game.difficulty != DIFFICULTY_ORIGINAL))
{
weapons[W_PLAYER_WEAPON].reload[0] = MAX(