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gun_misc: change Scion from spawning blood to richochet (#1133)
Resolves #1121.
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3 changed files with 15 additions and 3 deletions
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@ -3,6 +3,7 @@
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- added the restart level option to the passport in save crystal mode (#1099)
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- changed `force_enable_save_crystals` to `force_save_crystals` for custom level authors to force enable or disable the save crystals setting (#1102)
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- changed `force_disable_game_modes` to `force_game_modes` for custom level authors to force enable or disable the game modes setting (#1102)
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- changed the Scion in The Great Pyramid from spawning blood when hit to a richochet effect if texture fixes enabled (#1121)
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- added the ability to back out of menus with the circle and triangle buttons when using a gamepad (cross acts as confirm) (#1104)
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- changed the gamepad control menu's 'reset all buttons' bind to held R1 (was held triangle) (#1104)
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- fixed FMVs always playing at 100% volume – now they'll play at the game sound volume (#1110)
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@ -349,6 +349,7 @@ Not all options are turned on by default. Refer to `TR1X_ConfigTool.exe` for det
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- added optional fade effects
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- added a vsync option
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- added contextual arrows to menu options
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- changed the Scion in The Great Pyramid from spawning blood when hit to a richochet effect
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- fixed thin black lines between polygons
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- fixed black screen flashing when navigating the inventory
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- fixed detail levels text flashing with any option change
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@ -1,5 +1,6 @@
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#include "game/gun/gun_misc.h"
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#include "config.h"
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#include "game/collide.h"
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#include "game/effects/blood.h"
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#include "game/inventory.h"
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@ -411,9 +412,18 @@ void Gun_HitTarget(ITEM_INFO *item, GAME_VECTOR *hitpos, int16_t damage)
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}
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Item_TakeDamage(item, damage, true);
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Effect_Blood(
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hitpos->x, hitpos->y, hitpos->z, item->speed, item->pos.y_rot,
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item->room_number);
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if (g_Config.fix_texture_issues && item->object_number == O_SCION_ITEM3) {
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GAME_VECTOR pos;
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pos.x = hitpos->x;
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pos.y = hitpos->y;
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pos.z = hitpos->z;
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pos.room_number = item->room_number;
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Ricochet_Spawn(&pos);
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} else {
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Effect_Blood(
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hitpos->x, hitpos->y, hitpos->z, item->speed, item->pos.y_rot,
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item->room_number);
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}
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if (item->hit_points > 0) {
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switch (item->object_number) {
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