diff --git a/sc2/src/sc2code/ships/vux/vux.c b/sc2/src/sc2code/ships/vux/vux.c index c891d8037..64584742a 100644 --- a/sc2/src/sc2code/ships/vux/vux.c +++ b/sc2/src/sc2code/ships/vux/vux.c @@ -34,8 +34,10 @@ #define SPECIAL_WAIT 7 #define SHIP_MASS 6 +#define WARP_OFFSET 46 /* How far outside of laser-range ship can warp in */ #define VUX_OFFSET 12 -#define LASER_RANGE DISPLAY_TO_WORLD (150 + VUX_OFFSET) +#define LASER_BASE 150 +#define LASER_RANGE DISPLAY_TO_WORLD (LASER_BASE + VUX_OFFSET) static RACE_DESC vux_desc = { @@ -315,8 +317,12 @@ vux_preprocess (PELEMENT ElementPtr) do { -#define MAXX_ENTRY_DIST (LASER_RANGE << 1) -#define MAXY_ENTRY_DIST (LASER_RANGE << 1) + // Originally, the warp distance was: + // DISPLAY_TO_WORLD (SPACE_HEIGHT << 1) + // where SPACE_HEIGHT = SCREEN_HEIGHT - (SAFE_Y * 2) + // But in reality this should be relative to the laser-range +#define MAXX_ENTRY_DIST DISPLAY_TO_WORLD ((LASER_BASE + VUX_OFFSET + WARP_OFFSET) << 1) +#define MAXY_ENTRY_DIST DISPLAY_TO_WORLD ((LASER_BASE + VUX_OFFSET + WARP_OFFSET) << 1) SIZE dx, dy; ElementPtr->current.location.x =