tidy up of comments

This commit is contained in:
stevenhowes
2021-02-13 21:06:03 +00:00
parent 1f8c0139c6
commit c2aedbcc7c
2 changed files with 19 additions and 9 deletions
Binary file not shown.
+13 -3
View File
@@ -142,23 +142,29 @@ DEF PROCmain_scene1
LastCents% = Cents%
Cents% = TIME
REM Controls
REM Mission distance left
PlayerRemainingDistance% = PlayerRemainingDistance% - (Cents% - LastCents%) * PlayerVelocity%
REM Damage is always handled
PROCplayer_ship_handle_damage
PROCenemy_ship_handle_damage
REM Enemy movement - even if player dead
PROCenemy_ship_move
IF PlayerStructuralIntegrity% > 0 THEN
REM Controls
PROCinputs
REM NPCs
PROCenemy_ship_collide_player
REM PROCenemy_ship_collide_npc
REM Player Weapons calculations
PROCplayer_arc_calculatetarget
PROCplayer_weapons_damage
REM Environment calculations
PROCspecks_move
ENDIF
@@ -179,6 +185,8 @@ DEF PROCmain_scene1
REM Player
PROCplayer_ship_draw
PROCplayer_target_draw
REM Draw enemy stuff
PROCenemy_ship_draw
IF PlayerStructuralIntegrity% > 0 THEN
@@ -215,6 +223,7 @@ ENDPROC
DEF PROCplayer_weapons_draw
REM If no targets then dont fire phasers
IF LeftID% < 0 THEN
LeftFiring% = 0
ENDIF
@@ -360,6 +369,7 @@ DEF PROChud_draw
PRINT PlayerRemainingDistance% DIV 1000
ENDPROC
REM Not using this, NPC/NPC collide is needless maths..
DEF PROCenemy_ship_collide_npc
FOR Enemy%=0 TO MaxEnemies% - 1
CollidesWith% = Enemy%