Biorifle sludge now properly follows wall, ceiling and floor movement.

Redeemer shockwaves properly respect actor mass and the DONTTHRUST flag.
All weapons and projectiles have had their knockback adjusted.
This commit is contained in:
Marisa the Magician 2018-06-09 22:53:39 +02:00
commit c5a79e45e3
11 changed files with 73 additions and 5 deletions

View file

@ -32,7 +32,7 @@ Class ShockBeamTracer : LineTracer
}
else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
{
if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&Line.ML_BlockHitscan) )
if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BlockHitscan|Line.ML_BlockEverything)) )
return TRACE_Stop;
return TRACE_Skip;
}
@ -260,6 +260,7 @@ Class ShockBeam : Actor
Radius 0.1;
Height 0;
Scale 0.4;
ProjectileKickback 250;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
@ -781,6 +782,10 @@ Class ShockHitbox : Actor
}
SetOrigin(target.pos-(0,0,height*0.5),true);
}
override bool CanCollideWith( Actor other, bool passive )
{
return ((other is 'ShockBeam') || (other is 'SuperShockBeam'));
}
}
Class ShockBall : Actor
@ -827,6 +832,7 @@ Class ShockBall : Actor
Height 2;
Scale 0.4;
Speed 20;
ProjectileKickback 250;
PROJECTILE;
+FORCEXYBILLBOARD;
+SKYEXPLODE;