Boost finished timer needs to be doubled on Easy mode, due to increased boost recharge.
This commit is contained in:
parent
b8d3348681
commit
1ade5e6c38
|
@ -43,6 +43,7 @@ static void updateDeathStats(void);
|
||||||
static int selectedPlayerIndex;
|
static int selectedPlayerIndex;
|
||||||
static int availableGuns[BT_MAX];
|
static int availableGuns[BT_MAX];
|
||||||
static Entity *availablePlayerUnits[MAX_SELECTABLE_PLAYERS];
|
static Entity *availablePlayerUnits[MAX_SELECTABLE_PLAYERS];
|
||||||
|
static int boostFinishedTime;
|
||||||
|
|
||||||
void initPlayer(void)
|
void initPlayer(void)
|
||||||
{
|
{
|
||||||
|
@ -50,6 +51,8 @@ void initPlayer(void)
|
||||||
|
|
||||||
memset(&availableGuns, 0, sizeof(int) * BT_MAX);
|
memset(&availableGuns, 0, sizeof(int) * BT_MAX);
|
||||||
|
|
||||||
|
boostFinishedTime = (game.currentMission->challengeData.isChallenge || game.difficulty == DIFFICULTY_NORMAL) ? (int)BOOST_FINISHED_TIME : (int)(BOOST_FINISHED_TIME * 2);
|
||||||
|
|
||||||
battle.numPlayerGuns = 0;
|
battle.numPlayerGuns = 0;
|
||||||
|
|
||||||
player->selectedGunType = -1;
|
player->selectedGunType = -1;
|
||||||
|
@ -201,7 +204,7 @@ void doPlayer(void)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (battle.boostTimer == (int)BOOST_FINISHED_TIME)
|
if (battle.boostTimer == boostFinishedTime)
|
||||||
{
|
{
|
||||||
deactivateBoost();
|
deactivateBoost();
|
||||||
}
|
}
|
||||||
|
@ -367,7 +370,7 @@ static void handleMouse(void)
|
||||||
|
|
||||||
if (isControl(CONTROL_ACCELERATE))
|
if (isControl(CONTROL_ACCELERATE))
|
||||||
{
|
{
|
||||||
if (battle.boostTimer > BOOST_FINISHED_TIME || game.currentMission->challengeData.noBoost)
|
if (battle.boostTimer > boostFinishedTime || game.currentMission->challengeData.noBoost)
|
||||||
{
|
{
|
||||||
applyFighterThrust();
|
applyFighterThrust();
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue