diff --git a/States/Playing/State_Playing__Interacting.c b/States/Playing/State_Playing__Interacting.c index 4dc017c..82aa2e2 100644 --- a/States/Playing/State_Playing__Interacting.c +++ b/States/Playing/State_Playing__Interacting.c @@ -23,7 +23,7 @@ #include "SystemK.h" #include -#define LOG_INTERACTING_SUBSTATE +//#define LOG_INTERACTING_SUBSTATE static void Playing__Interacting_Entry(StateMachineContext_T * context); static void Playing__Interacting_Do(StateMachineContext_T * context); @@ -39,7 +39,7 @@ const StateActivity_T STATE_PLAYING__INTERACTING_Activities = }; static TickType_t Time_Of_Last_Shot = 0; -static const uint32_t DUBUQUE_PROTOCOL_HOLDOFF_in_ms = 100; +//static const uint32_t DUBUQUE_PROTOCOL_HOLDOFF_in_ms = 100; static const uint32_t FIXED_SHOT_HOLDOFF_in_ms = 3000; static const uint32_t RANDOM_SHOT_HOLDOFF_in_ms = 1000; static TickType_t Shot_Holdoff_Time; @@ -219,7 +219,11 @@ static void Playing__Interacting_Do(StateMachineContext_T * context) uint32_t holdoff_in_ms = 0; if (Protocol_Of_Last_Sent_Tag == DUBUQUE_PROTOCOL) { - holdoff_in_ms = DUBUQUE_PROTOCOL_HOLDOFF_in_ms; + //holdoff_in_ms = DUBUQUE_PROTOCOL_HOLDOFF_in_ms; + + // The short holdoff *significantly* changed game play. + // We're returning it to what it was in the Good Ol' Days until we think of a way to make Rapid Fire fun. + holdoff_in_ms = FIXED_SHOT_HOLDOFF_in_ms; } else {