Comment 1 for bug 895076

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

Ack. Committed the source code for revision 56 moments ago, which fixes most of these. In turn:

.AttachSound and .TickingSound - seem to be fixed, though TickingSound needs to have Control=loop set in sound controls. ;Not my hack.

.Image - seems to be fixed now.

.FlickerRate and skull frame - flicker rate fixed. But the logic was hardcoded to balance out 12 frames over the charge time, instead of shp frame amount. In addition the 13th frame of the shp was not displayed. My code balances the accurate shp frame count instead of 12, which means the 13th skull frame is shown at the very end. I see these choices:
a) ignore the last frame on all SHPs
b) hardcode a check, ignore last frame only if setting to BOMBCURS.SHP
c) never ignore the last frame

CellSpread - not implemented yet, though will certainly use its own cellspread tag and might be seriously overpowered without balancing it out somehow (make rof delay proportional to the amount of objects rigged, perhaps?)

IvanBomb.DestroysBridges - not implemented yet, just a non-functional ini flag.