fixed the placement of Orb of Sword in variation pure

This commit is contained in:
Zeno Rogue 2018-08-28 19:18:10 +02:00
parent deb50030bc
commit 31fc90e6b8
2 changed files with 2 additions and 2 deletions

View File

@ -309,7 +309,7 @@ void drawPlayerEffects(const transmatrix& V, cell *c, bool onplayer) {
if((a+S21)%S42 == ang && items[itOrbSword2]) continue;
bool longer = sword::pos(cwt.at, a-1) != sword::pos(cwt.at, a+1);
int col = darkena(0xC0C0C0, 0, 0xFF);
queueline(Vnow*xspinpush0(dda * M_PI / S42, (!BITRUNCATED) ? 0.6 * gp::scale : longer ? 0.36 : 0.4), Vnow*xspinpush0(dda * M_PI/S42, (!BITRUNCATED) ? 0.7 * gp::scale : longer ? 0.44 : 0.42), col, 1);
queueline(Vnow*xspinpush0(dda * M_PI / S42, PURE ? 0.6 * scalefactor : longer ? 0.36 : 0.4), Vnow*xspinpush0(dda * M_PI/S42, PURE ? 0.7 * scalefactor : longer ? 0.44 : 0.42), col, 1);
}
#endif

View File

@ -178,7 +178,7 @@ void initgame() {
createMov(cwt.at, 0)->land = laCrossroads2;
}
for(int i=0; i<numplayers(); i++) sword::angle[i] = 11;
for(int i=0; i<numplayers(); i++) sword::angle[i] = PURE ? 10 : 11;
if(!safety) multi::players = vid.scfg.players;
if(multi::players < 1 || multi::players > MAXPLAYER)