Small corrections to biorifle gel (starts with a 3 second countdown, delay before explosion when on surface should be 3 to 10 tics)

This commit is contained in:
Marisa the Magician 2019-02-02 21:08:19 +01:00
commit 62e2e809ec

View file

@ -195,7 +195,7 @@ Class BioGel : Actor
{
Super.PostBeginPlay();
vel.z += 3;
deadtimer = -1;
deadtimer = 105;
l = Spawn("BioLight",pos);
l.target = self;
rollvel = FRandom[GES](10,30)*RandomPick[GES](-1,1);
@ -274,7 +274,7 @@ Class BioGel : Actor
let bi = BlockThingsIterator.Create(self,4*Scale.x);
while ( bi.Next() )
{
if ( !bi.Thing || !bi.Thing.bSHOOTABLE || (bi.Thing == b) || ((bi.Thing is 'BioHitbox') && ((bi.Thing.target.master == self) || (bi.Thing.target == master))) ) continue;
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;
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;
}
if ( deadtimer-- <= 0 )
@ -571,9 +571,9 @@ Class BioGel : Actor
XDeath:
TNT1 A 0 A_JumpIf(invoker.HitType==HIT_NONE,"Explode");
TNT1 A 0 A_JumpIf(invoker.HitType==HIT_WALL,2);
GELH J 1 Bright A_SetTics(Random[GES](1,3));
GELH J 1 Bright A_SetTics(Random[GES](3,10));
Goto Explode;
GELS G 1 Bright A_SetTics(Random[GES](1,3));
GELS G 1 Bright A_SetTics(Random[GES](3,10));
Goto Explode;
Explode:
TNT1 A 0 A_Jump(255,"Explode1","Explode2","Explode3");