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.
This commit is contained in:
Marisa the Magician 2018-09-15 12:46:31 +02:00
commit cdfea51f31
5 changed files with 97 additions and 28 deletions

View file

@ -6,7 +6,7 @@ Class PulseAmmo : Ammo
Inventory.PickupMessage "You picked up a Pulse Cell.";
Inventory.Amount 25;
Inventory.MaxAmount 200;
Ammo.BackpackAmount 50;
Ammo.BackpackAmount 40;
Ammo.BackpackMaxAmount 400;
Ammo.DropAmount 10;
}
@ -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](70,90)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](80,100)*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](70,90)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](80,100)*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](70,90)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](80,100)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
accdamage = 0;
}
}