Removal of all RNG damage (excluding minigun).

Enhanced Shock Rifle is now actually instakill as it's meant to be.
Enhanced Shock Rifle is disabled by default for deathmatch (toggleable).
Implemented Instagib Deathmatch through flak_instagib cvar.
Fixed a small typo in the modeldef entry of the enhanced shock ball shockwave.
This commit is contained in:
Marisa the Magician 2019-04-07 21:37:24 +02:00
commit cbb498378e
14 changed files with 74 additions and 44 deletions

View file

@ -164,7 +164,7 @@ Class PulseBall : Actor
Obituary "%o ate %k's burning plasma death.";
DamageType 'Pulsed';
RenderStyle "Add";
DamageFunction Random[Pulse](20,30);
DamageFunction 20;
PROJECTILE;
+EXPLODEONWATER;
+SKYEXPLODE;
@ -373,12 +373,12 @@ Class PulseBolt : Actor
if ( !damagedactor )
{
accdamage = min(0.5*(level.time-lasthit),0.1);
t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](80,100)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
t.Results.HitActor.DamageMobj(self,target,int(72*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
accdamage = 0;
}
else if ( t.Results.HitActor != damagedactor )
{
t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](80,100)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
t.Results.HitActor.DamageMobj(self,target,int(72*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
accdamage = 0;
}
lasthit = level.time;
@ -386,7 +386,7 @@ Class PulseBolt : Actor
accdamage += 1./TICRATE;
if ( accdamage > 0.17 )
{
t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](80,100)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
t.Results.HitActor.DamageMobj(self,target,int(72*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
accdamage = 0;
}
}
@ -428,7 +428,7 @@ Class PulseBolt : Actor
}
else if ( damagedactor )
{
damagedactor.DamageMobj(self,target,int(Random[Pulse](65,75)*accdamage),'zapped');
damagedactor.DamageMobj(self,target,int(72*accdamage),'zapped');
accdamage = 0;
damagedactor = null;
}