recenter camera 1/2way into missile arc if sooner
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@@ -451,8 +451,8 @@ void do_missile_anim(short num_steps,location missile_origin,short sound_num) {
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missile_place_rect[i] = temp_rect;
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// When the missile we're tracking goes off-screen, re-position the camera
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if(tracking_missile == i && (missile_place_rect[i] & ter_rects.to) != missile_place_rect[i] && !recentered){
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// Halfway through the missile's arc, or when the missile we're tracking goes off-screen, re-position the camera
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if(((t == num_steps / 2) || (tracking_missile == i && (missile_place_rect[i] & ter_rects.to) != missile_place_rect[i])) && !recentered){
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location old_center = center;
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center = camera_dest;
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@@ -505,13 +505,6 @@ void do_missile_anim(short num_steps,location missile_origin,short sound_num) {
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sf::sleep(sf::milliseconds(2 + 5 * get_int_pref("GameSpeed")));
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}
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// If tracking missile never left the screen, still recenter on a better impact point
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// before the blasts happen
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if(!recentered){
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center = camera_dest;
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draw_terrain();
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}
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// Exit gracefully, and clean up screen
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for(short i = 0; i < 30; i++)
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store_missiles[i].missile_type = -1;
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