Adjusted projectile speeds across the board for more consistency.

Tweaked guided redeemer missile movement, no longer makes sharp turns.
Additional development notes so I don't forget what I should do next.
This commit is contained in:
Marisa the Magician 2018-06-08 16:01:12 +02:00
commit 9ed6c9dea0
8 changed files with 39 additions and 24 deletions

View file

@ -244,7 +244,7 @@ Class WarShell : Actor
Obituary "%o was vaporized by %k's Redeemer!!";
Radius 2;
Height 2;
Speed 2;
Speed 12;
DamageType 'RedeemerDeath';
DamageFactor 1000;
PROJECTILE;
@ -279,9 +279,9 @@ Class WarShell : Actor
if ( waterlevel > 0 )
{
vel *= 0.98;
if ( vel.length() < 5 ) vel += vel.unit()*0.5;
if ( vel.length() < 12 ) vel += vel.unit();
}
else if ( vel.length() < 10 ) vel += vel.unit()*0.5;
else if ( vel.length() < 40 ) vel += vel.unit();
}
}
action void A_Trail()
@ -395,13 +395,7 @@ Class GuidedWarShell : WarShell
A_SetAngle(destangle,SPF_INTERPOLATE);
A_SetPitch(destpitch,SPF_INTERPOLATE);
A_SetRoll(destroll,SPF_INTERPOLATE);
vel = vel.length()*(cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
if ( waterlevel > 0 )
{
vel *= 0.98;
if ( vel.length() < 5 ) vel += vel.unit()*0.5;
}
else if ( vel.length() < 10 ) vel += vel.unit()*0.5;
vel = (vel+(cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch))*0.8).unit()*11;
}
lagangle2 = lagangle2*0.95+lagangle*0.05;
lagpitch2 = lagpitch2*0.95+lagpitch*0.05;