diff --git a/Readme.md b/Readme.md index 99ee5f4..2e69b0e 100644 --- a/Readme.md +++ b/Readme.md @@ -47,7 +47,7 @@ This mod requires GZDoom 3.5.0 or later. ## In progress - - General polishing and bugfixing + - General polishing, bugfixing and rebalancing - Add some more effects - Visual recoil affecting aim (time to recycle SM's A_Swing once again) - Lava/Slime footstep sounds? @@ -65,6 +65,7 @@ This mod requires GZDoom 3.5.0 or later. scripted textures are implemented. - Add player models + weapon attachment support when that is also added in. - Add option to have UT-like player movement physics. + - Migrate RandomSpawners to CheckReplacement. ## Known bugs diff --git a/zscript/biorifle.zsc b/zscript/biorifle.zsc index caff9cd..97f46b0 100644 --- a/zscript/biorifle.zsc +++ b/zscript/biorifle.zsc @@ -411,8 +411,8 @@ Class BioGel : Actor s.args[3] = int(s.args[3]*Scale.x); invoker.deadtimer = -2; if ( invoker.atline ) invoker.atline.RemoteActivate(target,invoker.atside,SPAC_Impact,pos); - UTMainHandler.DoBlast(self,Min(150,int(Scale.x*25)),20000*Scale.x); - A_Explode(int(Random[GES](18,22)*max(1,(Scale.x-1)**2)),Min(150,int(Scale.x*25))); + UTMainHandler.DoBlast(self,Min(250,int(Scale.x*75)),20000*Scale.x); + A_Explode(int(Random[GES](18,26)*Scale.x),Min(250,int(Scale.x*75))); A_PlaySound("ges/explode",CHAN_VOICE); int numpt = Min(300,int(Scale.x*30))+Random[GES](-10,10); for ( int i=0; i