Boost finished timer needs to be doubled on Easy mode, due to increased boost recharge.

This commit is contained in:
Steve 2017-05-16 08:13:54 +01:00
parent b8d3348681
commit 1ade5e6c38
1 changed files with 5 additions and 2 deletions

View File

@ -43,12 +43,15 @@ static void updateDeathStats(void);
static int selectedPlayerIndex;
static int availableGuns[BT_MAX];
static Entity *availablePlayerUnits[MAX_SELECTABLE_PLAYERS];
static int boostFinishedTime;
void initPlayer(void)
{
int i, n;
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;
@ -201,7 +204,7 @@ void doPlayer(void)
}
}
if (battle.boostTimer == (int)BOOST_FINISHED_TIME)
if (battle.boostTimer == boostFinishedTime)
{
deactivateBoost();
}
@ -367,7 +370,7 @@ static void handleMouse(void)
if (isControl(CONTROL_ACCELERATE))
{
if (battle.boostTimer > BOOST_FINISHED_TIME || game.currentMission->challengeData.noBoost)
if (battle.boostTimer > boostFinishedTime || game.currentMission->challengeData.noBoost)
{
applyFighterThrust();
}