Make STKM spawn below PRTO (less likely to get stuck), and implement PROP_DEADLY

This commit is contained in:
jacksonmj 2011-08-21 01:42:41 +08:00 committed by Simon Robertshaw
parent 5f8fba12c8
commit d32ae818dc

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@ -389,21 +389,23 @@ void STKM_interact(float* playerp, int i, int x, int y)
if ((r&0xFF)==PT_PLUT) //If on plut
parts[i].life -= 1;
if (ptypes[r&0xFF].properties&PROP_DEADLY)
parts[i].life -= 1;
if ((r&0xFF)==PT_PRTI && parts[i].type)
{
int nnx, count;
int nnx, count=1;//gives rx=0, ry=1 in update_PRTO
parts[r>>8].tmp = (int)((parts[r>>8].temp-73.15f)/100+1);
if (parts[r>>8].tmp>=CHANNELS) parts[r>>8].tmp = CHANNELS-1;
else if (parts[r>>8].tmp<0) parts[r>>8].tmp = 0;
for (count=1; count<=8; count++)
for (nnx=0; nnx<80; nnx++)
if (!portalp[parts[r>>8].tmp][count-1][nnx].type)
{
portalp[parts[r>>8].tmp][count-1][nnx] = parts[i];
kill_part(i);
playerp[27] = 1;//stop SPWN creating a new STKM while he is in portal
}
for (nnx=0; nnx<80; nnx++)
if (!portalp[parts[r>>8].tmp][count][nnx].type)
{
portalp[parts[r>>8].tmp][count][nnx] = parts[i];
kill_part(i);
playerp[27] = 1;//stop SPWN creating a new STKM while he is in portal
}
}
}
}