Restored behavior of attachments for Classic difficulty.
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@ -68,10 +68,6 @@ the changes to graphics, sound, and dialog:
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The practical effect of this is that Sid Wilson's shield is indicated
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The practical effect of this is that Sid Wilson's shield is indicated
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in this mission, whereas it wasn't in version 1.1.
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in this mission, whereas it wasn't in version 1.1.
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* Attachments to "boss"-like enemies have damage inflicted on them
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immediately applied to the boss itself. Version 1.1 did not do this
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until the attachment was completely destroyed.
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* In the Venus mission, Kline starts some distance away directly to the
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* In the Venus mission, Kline starts some distance away directly to the
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right and immediately begins combat. In contrast, version 1.1 spawned
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right and immediately begins combat. In contrast, version 1.1 spawned
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Kline much closer to the player (to the point where his ship was
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Kline much closer to the player (to the point where his ship was
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@ -1878,6 +1878,13 @@ void alien_destroy(Object *alien, Object *attacker)
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audio_playSound(SFX_EXPLOSION, alien->x, alien->y);
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audio_playSound(SFX_EXPLOSION, alien->x, alien->y);
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// Chain reaction damage if needed (Classic Difficulty version)
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if ((game.difficulty == DIFFICULTY_ORIGINAL) &&
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(alien->owner != alien) && (alien->flags & FL_DAMAGEOWNER))
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{
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alien_hurt(alien->owner, attacker, alien->maxShield, 0);
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}
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if (alien->flags & FL_FRIEND)
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if (alien->flags & FL_FRIEND)
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{
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{
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if (alien->classDef == CD_PHOEBE)
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if (alien->classDef == CD_PHOEBE)
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@ -1998,7 +2005,8 @@ void alien_hurt(Object *alien, Object *attacker, int damage, int ion)
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alien->shield -= damage;
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alien->shield -= damage;
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// Chain reaction damage if needed
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// Chain reaction damage if needed
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if ((alien->owner != alien) && (alien->flags & FL_DAMAGEOWNER))
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if ((game.difficulty != DIFFICULTY_ORIGINAL) &&
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(alien->owner != alien) && (alien->flags & FL_DAMAGEOWNER))
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{
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{
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alien_hurt(alien->owner, attacker, damage, ion);
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alien_hurt(alien->owner, attacker, damage, ion);
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}
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}
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