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Merge #5667
5667: Fix rotating plasma by Robyt3 (fixes #5666) r=heinrich5991 a=def- <!-- What is the motivation for the changes of this pull request --> ## Checklist - [x] Tested the change ingame - [ ] Provided screenshots if it is a visual change - [ ] Tested in combination with possibly related configuration options - [ ] Written a unit test (especially base/) or added coverage to integration test - [ ] Considered possible null pointers and out of bounds array indexing - [ ] Changed no physics that affect existing maps - [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional) Co-authored-by: Dennis Felsing <dennis@felsin9.de>
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82b247b29f
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@ -344,9 +344,9 @@ bool IGameController::OnEntity(int Index, vec2 Pos, int Layer, int Flags, int Nu
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for(int i = 0; i < 8; i++)
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{
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if(aSides2[i] >= ENTITY_LASER_SHORT && aSides2[i] <= ENTITY_LASER_LONG)
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if(aSides[i] >= ENTITY_LASER_SHORT && aSides[i] <= ENTITY_LASER_LONG)
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{
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CLight *pLight = new CLight(&GameServer()->m_World, Pos, pi / 4 * i, 32 * 3 + 32 * (aSides2[i] - ENTITY_LASER_SHORT) * 3, Layer, Number);
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CLight *pLight = new CLight(&GameServer()->m_World, Pos, pi / 4 * i, 32 * 3 + 32 * (aSides[i] - ENTITY_LASER_SHORT) * 3, Layer, Number);
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pLight->m_AngularSpeed = AngularSpeed;
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if(aSides2[i] >= ENTITY_LASER_C_SLOW && aSides2[i] <= ENTITY_LASER_C_FAST)
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{
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