From 6d20227028c56a65d2ba12334d818ed9efe25661 Mon Sep 17 00:00:00 2001 From: Rob Pearce Date: Wed, 15 Oct 2008 06:38:43 +0000 Subject: [PATCH] Fixed bug with cloud movement speed during level transition Can no longer skip boss levels --- rc.c | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) diff --git a/rc.c b/rc.c index 6f9c64c..9a2d6fe 100644 --- a/rc.c +++ b/rc.c @@ -1107,6 +1107,14 @@ void nextlevel(void) { // now the player gets invincibility player->invuln = INVULNTIME; + // phone is cancelled on boss levels + if (player->powerup == PW_PHONE) { + if (isbosslevel(curlevelnum)) { + player->powerup = B_FALSE; + skiplevels = 0; + } + } + /* reset game stats */ if (player->powerup == PW_PHONE) { levelcomplete = LV_CLOUD; @@ -1154,7 +1162,6 @@ void nextlevel(void) { // remove powerup, phone is a special case if (player->powerup == PW_PHONE) { skiplevels--; -printf("%d levels left to skip\n",skiplevels); if (skiplevels <= 0) { player->powerup = B_FALSE; } @@ -1163,6 +1170,7 @@ printf("%d levels left to skip\n",skiplevels); } + // add initial fading cloud cloudp = addsprite(P_PINKCLOUD, player->x,player->y + (imageset[P_PINKCLOUD].img[F_WALK1]->h / 2),"initial_pinkcloud"); cloudp->size = 1.0; @@ -3259,6 +3267,9 @@ void drawlevel(void) { if (pxspeed > pyspeed) pspeed = pxspeed; else pspeed = pyspeed; + // just to be sure + pspeed += 1; + if (oldexitdir == D_LEFT) { // blit a column at a time to the real screen, shuffling