-optimized the sight handling code for tracers so that it doesn't run for every tile crossed

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@218 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-06-10 20:21:14 +00:00
parent 1b5f35410e
commit ac420d7f24
2 changed files with 4 additions and 2 deletions
+4 -1
View File
@@ -195,6 +195,10 @@ void RemoveBullet( INT32 iBullet )
}
}
if ( gBullets[ iBullet ].usFlags & ( BULLET_FLAG_TRACER ) )
{
AllTeamsLookForAll(TRUE);
}
}
}
else
@@ -410,7 +414,6 @@ void AddMissileTrail( BULLET *pBullet, FIXEDPT qCurrX, FIXEDPT qCurrY, FIXEDPT q
{
strcpy( AniParams.zCachedFile, "TILECACHE\\BULLET_TRACER.STI" );
AniParams.uiFlags |= ANITILE_LIGHT;
AniParams.sDelay = 0;
}
CreateAnimationTile( &AniParams );
-1
View File
@@ -146,7 +146,6 @@ ANITILE *CreateAnimationTile( ANITILE_PARAMS *pAniParams )
ConvertGridNoToCenterCellXY( sGridNo, &sXPos, &sYPos );
LightSpritePosition( pNewAniNode->lightSprite, (INT16)(sXPos/CELL_X_SIZE), (INT16)(sYPos/CELL_Y_SIZE));
AllTeamsLookForAll( FALSE );
}
}
else