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Made it easier (I hope) to avoid getting killed twice in a row.
authorJoshua Grams <josh@qualdan.com>
Fri, 24 Mar 2006 20:18:28 +0000 (20:18 +0000)
committerJoshua Grams <josh@qualdan.com>
Fri, 24 Mar 2006 20:18:28 +0000 (20:18 +0000)
commit3cfde1edc98388c11d4efbbba7c8deaf56c4b1ae
treec800718846c52df9c8cbeae91d27202c3bb37a62
parent45925ff114a17b9c1c0a720ff668e2cb795cd761
Made it easier (I hope) to avoid getting killed twice in a row.
We now take the square root of the ship's velocity, instead of just half.
This appears to put it nicely in the middle of the hole left by the
explosion, whatever speed you are going.

Also, you now have control over your ship during the DEAD_PAUSE; so it fades
in, and is invulnerable until it becomes fully opaque.  Note that the dead
pause is still the same length as it was before.
dust.c
globals.h
main.c