Fixed a duplicate variable.

The only effect I noticed was creating asteroid explosions in the
wrong places, but it could be that it had far more disasterous results.
This commit is contained in:
onpon4 2015-04-14 18:50:07 -04:00
parent dd6723ffc2
commit fdd780ca0f
3 changed files with 8 additions and 9 deletions

View File

@ -1051,7 +1051,7 @@ void alien_addSmallAsteroid(object *hostAlien)
return;
int index = -1;
int debris = 1 + rand() % 10;
int debris = RANDRANGE(1, 10);
for (int i = 0 ; i < debris ; i++)
bullet_add(&weapon[W_ROCKETS], hostAlien, 0, 0);

View File

@ -51,24 +51,21 @@ void bullet_add(object *theWeapon, object *attacker, int y, int dy)
}
else
{
bullet->dx = (0 - theWeapon->speed);
bullet->dx = -theWeapon->speed;
}
if (bullet->flags & WF_VARIABLE_SPEED)
{
bullet->dx = RANDRANGE(100, 200);
bullet->dx /= 10;
bullet->dx = RANDRANGE(100, 200) / 10;
if (attacker->face == 1)
bullet->dx = 0 - bullet->dx;
bullet->dx = -bullet->dx;
}
bullet->dy = dy;
if (bullet->flags & WF_SCATTER)
{
bullet->dy = RANDRANGE(-200, 200);
if (bullet->dy != 0)
bullet->dy /= 200;
bullet->dy = RANDRANGE(-200, 200) / 200;
}
if (attacker->flags & FL_WEAPCO)

View File

@ -1007,11 +1007,13 @@ static void game_doAliens()
if (aliens[i].classDef == CD_ASTEROID)
{
n = 1 + (rand() % 3);
for (int i = 0 ; i < n ; i++)
for (int j = 0 ; j < n ; j++)
{
alien_addSmallAsteroid(&aliens[i]);
}
}
}
}
// Adjust the movement even whilst exploding
if ((dev.moveAliens) && (!(aliens[i].flags & FL_NOMOVE)) &&