Small corrections to biorifle gel (starts with a 3 second countdown, delay before explosion when on surface should be 3 to 10 tics)
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1 changed files with 4 additions and 4 deletions
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@ -195,7 +195,7 @@ Class BioGel : Actor
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{
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Super.PostBeginPlay();
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vel.z += 3;
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deadtimer = -1;
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deadtimer = 105;
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l = Spawn("BioLight",pos);
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l.target = self;
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rollvel = FRandom[GES](10,30)*RandomPick[GES](-1,1);
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@ -274,7 +274,7 @@ Class BioGel : Actor
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let bi = BlockThingsIterator.Create(self,4*Scale.x);
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while ( bi.Next() )
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{
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if ( !bi.Thing || !bi.Thing.bSHOOTABLE || (bi.Thing == b) || ((bi.Thing is 'BioHitbox') && ((bi.Thing.target.master == self) || (bi.Thing.target == master))) ) continue;
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if ( !bi.Thing || !bi.Thing.bSHOOTABLE || (bi.Thing == b) || ((bi.Thing is 'BioHitbox') && ((bi.Thing.target.master == self) || (bi.Thing.target == master))) || (bi.Thing == target && !bHITOWNER) ) continue;
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if ( (Distance2D(bi.Thing)-bi.Thing.radius <= 4*Scale.x) && ((bi.Thing.pos.z <= pos.z+4*Scale.x) && (bi.Thing.pos.z+bi.Thing.height >= pos.z-4*Scale.x)) ) deadtimer = 0;
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}
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if ( deadtimer-- <= 0 )
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@ -571,9 +571,9 @@ Class BioGel : Actor
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XDeath:
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TNT1 A 0 A_JumpIf(invoker.HitType==HIT_NONE,"Explode");
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TNT1 A 0 A_JumpIf(invoker.HitType==HIT_WALL,2);
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GELH J 1 Bright A_SetTics(Random[GES](1,3));
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GELH J 1 Bright A_SetTics(Random[GES](3,10));
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Goto Explode;
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GELS G 1 Bright A_SetTics(Random[GES](1,3));
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GELS G 1 Bright A_SetTics(Random[GES](3,10));
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Goto Explode;
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Explode:
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TNT1 A 0 A_Jump(255,"Explode1","Explode2","Explode3");
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