- Changed the PowerTimeFreezer "blink" effect back to checking against
EffectTics (now + 1), because I wasn't convinced of the correctness of using level.time. - Fixed: SC_CheckNumber() considered the empty string "" as the number 0. SVN r586 (trunk)
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3 changed files with 17 additions and 8 deletions
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@ -1428,14 +1428,14 @@ void APowerTimeFreezer::DoEffect( )
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{
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return;
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}
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// [RH] The "blinking" needs to check against level.time, not EffectTics,
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// or it will never happen, because InitEffect ensures that EffectTics will
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// always be odd when level.time is even.
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// [RH] The "blinking" can't check against EffectTics exactly or it will
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// never happen, because InitEffect ensures that EffectTics will always
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// be odd when level.time is even.
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if ( EffectTics > 4*32
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|| (( EffectTics > 3*32 && EffectTics <= 4*32 ) && (level.time & 15) != 0 )
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|| (( EffectTics > 2*32 && EffectTics <= 3*32 ) && (level.time & 7) != 0 )
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|| (( EffectTics > 32 && EffectTics <= 2*32 ) && (level.time & 3) != 0 )
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|| (( EffectTics > 0 && EffectTics <= 1*32 ) && (level.time & 1) != 0 ))
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|| (( EffectTics > 3*32 && EffectTics <= 4*32 ) && ((EffectTics + 1) & 15) != 0 )
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|| (( EffectTics > 2*32 && EffectTics <= 3*32 ) && ((EffectTics + 1) & 7) != 0 )
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|| (( EffectTics > 32 && EffectTics <= 2*32 ) && ((EffectTics + 1) & 3) != 0 )
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|| (( EffectTics > 0 && EffectTics <= 1*32 ) && ((EffectTics + 1) & 1) != 0 ))
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level.flags |= LEVEL_FROZEN;
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else
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level.flags &= ~LEVEL_FROZEN;
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