- scriptified PowerStrength.
This revealed an interesting bug: When the berserk fadout formula was changed in 2005 the result was essentially broken, resulting in values around 7000 - it only worked by happenstance because the lower 8 bits of the resulting values just happened to work to some degree and never overflowed. But the resulting fade was far too weak and a slightly different handling of the color composition code for the VM made it break down entirely. This restores the pre-2005 formula but weakened intensity which now comes a lot closer to how it is supposed to look.
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6 changed files with 54 additions and 81 deletions
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@ -297,8 +297,8 @@ static void DrawHealth(player_t *CPlayer, int x, int y)
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CR_BLUE;
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const bool haveBerserk = hud_berserk_health
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&& NULL != berserkpic
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&& NULL != CPlayer->mo->FindInventory< APowerStrength >();
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&& nullptr != berserkpic
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&& nullptr != CPlayer->mo->FindInventory(PClass::FindActor(NAME_PowerStrength));
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DrawImageToBox(haveBerserk ? berserkpic : healthpic, x, y, 31, 17);
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DrawHudNumber(HudFont, fontcolor, health, x + 33, y + 17);
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