Tweak blob shadows. Due to the addition of sprite shadows in-engine, the "everything" option is no longer needed.
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302e4e51bc
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6 changed files with 8 additions and 23 deletions
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@ -365,11 +365,8 @@ extend Class SWWMHandler
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SWWMCombatTracker trk;
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if ( !swwm_notrack && (e.Thing.bSHOOTABLE || e.Thing.bISMONSTER) && !(e.Thing is 'LampMoth') && !(e.Thing is 'CompanionLamp') )
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trk = SWWMCombatTracker.Spawn(e.Thing);
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if ( !(e.Thing is 'LampMoth') && (e.Thing.bSHOOTABLE || e.Thing.bISMONSTER || (e.Thing is 'Inventory') || (e.Thing is 'CompanionLamp')) )
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{
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if ( (swwm_shadows == 2) || ((swwm_shadows == 1) && ((e.Thing is 'Demolitionist') || (e.Thing.SpawnState.sprite == e.Thing.GetSpriteIndex('XZW1')))) )
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SWWMShadow.Track(e.Thing);
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}
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if ( swwm_shadows && !(e.Thing is 'LampMoth') && (e.Thing.bSHOOTABLE || e.Thing.bISMONSTER || (e.Thing is 'Inventory') || (e.Thing is 'CompanionLamp')) && ((e.Thing is 'Demolitionist') || (e.Thing.SpawnState.sprite == e.Thing.GetSpriteIndex('XZW1'))) )
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SWWMShadow.Track(e.Thing);
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// Ynykron vortex optimization (faster than a thinker iterator)
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if ( e.Thing.bSHOOTABLE || SWWMUtility.ValidProjectile(e.Thing) || (e.Thing is 'Inventory') )
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SuckableActors.Push(e.Thing);
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