Implement damage accumulator for flak chunks (auto-gibs at specific threshold).
Rebalances to ammo amounts and spawns. Rebalances to ripper speed and pulsegun beam damage. More tweaks to UT movement.
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parent
1c0f7d08a5
commit
cdfea51f31
5 changed files with 97 additions and 28 deletions
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@ -6,7 +6,7 @@ Class PulseAmmo : Ammo
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Inventory.PickupMessage "You picked up a Pulse Cell.";
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Inventory.Amount 25;
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Inventory.MaxAmount 200;
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Ammo.BackpackAmount 50;
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Ammo.BackpackAmount 40;
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Ammo.BackpackMaxAmount 400;
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Ammo.DropAmount 10;
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}
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@ -373,12 +373,12 @@ Class PulseBolt : Actor
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if ( !damagedactor )
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{
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accdamage = min(0.5*(level.time-lasthit),0.1);
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t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](70,90)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
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t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](80,100)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
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accdamage = 0;
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}
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else if ( t.Results.HitActor != damagedactor )
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{
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t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](70,90)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
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t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](80,100)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
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accdamage = 0;
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}
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lasthit = level.time;
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@ -386,7 +386,7 @@ Class PulseBolt : Actor
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accdamage += 1./TICRATE;
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if ( accdamage > 0.17 )
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{
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t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](70,90)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
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t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](80,100)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
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accdamage = 0;
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}
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}
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