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.
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14 changed files with 74 additions and 44 deletions
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@ -57,7 +57,7 @@ Class Razor2 : Actor
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Radius 2;
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Height 2;
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Speed 25;
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DamageFunction (Random[Ripper](20,25)*((DamageType=='Decapitated')?3:1.0));
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DamageFunction (int(30*((DamageType=='Decapitated')?3.5:1.0)));
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DamageType 'Shredded';
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Obituary "%k ripped a chunk of meat out of %o with the Ripper.";
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BounceType "Hexen";
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@ -200,7 +200,7 @@ Class Razor2Alt : Razor2
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A_AlertMonsters();
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A_SprayDecal("RazorBlast",20);
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UTMainHandler.DoBlast(self,90,87000);
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A_Explode(Random[Ripper](30,50),90,damagetype:'RipperAltDeath');
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A_Explode(34,90,damagetype:'RipperAltDeath');
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A_QuakeEx(3,3,3,10,0,140,"",QF_RELATIVE|QF_SCALEDOWN,falloff:90,rollIntensity:0.1);
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int numpt = Random[Ripper](10,20);
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Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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