fixed Vorticon Elite shot position

git-svn-id: https://clonekeenplus.svn.sourceforge.net/svnroot/clonekeenplus/cgenius/trunk@221 4df4b0f3-56ce-47cb-b001-ed939b7d65a6
This commit is contained in:
gerstrong
2009-08-10 19:06:58 +00:00
parent 90322994f3
commit e935abb56d
3 changed files with 8 additions and 5 deletions

View File

@@ -2,9 +2,9 @@ Here are the features that I still want to implement:
-----------------------------------------------------
until 0.4:
- Read all the text out of EXE-files. This should provide better support for mods!
- F1 Help screen would be nice
- Update the Dialog Class. It should support more controls, and be easier to manage
- Read all the text out of EXE-files. This should provide better support for mods!
- New Games Menu. Should run without the need of an episode!
- Improve the logic of Keen.exe reading for a better mod compatibility
- Implement a better Audio Controls. Volume, mute, etc.

View File

@@ -22,10 +22,13 @@ int hitlethal;
if (objects[o].ai.ray.direction==RIGHT && objects[o].blockedr)
{
objects[o].x = (objects[o].x >> 4 >> CSF) << 4 << CSF;
if (TileProperty[getmaptileat(objects[o].x>>CSF,objects[o].y>>CSF)][BLEFT]) objects[o].x -= (16<<CSF);
//if (tiles[getmaptileat(objects[o].x>>CSF,objects[o].y>>CSF)].solidl) objects[o].x -= (16<<CSF);
if (TileProperty[getmaptileat(objects[o].x>>CSF,objects[o].y>>CSF)][BLEFT])
objects[o].x -= (16<<CSF);
objects[o].ai.ray.state = RAY_STATE_SETZAPZOT;
if (objects[o].onscreen) g_pSound->playStereofromCoord(SOUND_SHOT_HIT, PLAY_NOW, objects[o].scrx);
if (objects[o].onscreen)
g_pSound->playStereofromCoord(SOUND_SHOT_HIT, PLAY_NOW, objects[o].scrx);
}
else if (objects[o].ai.ray.direction==LEFT && objects[o].blockedl)
{

View File

@@ -231,7 +231,7 @@ reprocess: ;
objects[o].ai.vortelite.state = VORTELITE_FIRED;
if (objects[o].ai.vortelite.movedir==RIGHT)
{
newobject = spawn_object(objects[o].x+(sprites[VORTELITE_FIRE_RIGHT_FRAME].xsize<<CSF), objects[o].y+(9<<CSF), OBJ_RAY);
newobject = spawn_object(objects[o].x+(sprites[VORTELITE_FIRE_RIGHT_FRAME].xsize<<CSF), objects[o].y+(7<<CSF), OBJ_RAY);
objects[newobject].ai.ray.direction = RIGHT;
}
else