From 2850cb83758f02254947762241414ca4303273cb Mon Sep 17 00:00:00 2001 From: Marisa Kirisame Date: Mon, 6 Sep 2021 23:38:39 +0200 Subject: [PATCH] Splash damage wrangling. --- language.version | 4 ++-- zscript/weapons/swwm_danmaku_fx.zsc | 4 ++-- zscript/weapons/swwm_shot_fx.zsc | 2 +- zscript/weapons/swwm_splode_fx.zsc | 2 +- zscript/weapons/swwm_tastytreat_fx.zsc | 6 +++--- 5 files changed, 9 insertions(+), 9 deletions(-) diff --git a/language.version b/language.version index c0cfe0e3a..d5471e43d 100644 --- a/language.version +++ b/language.version @@ -1,3 +1,3 @@ [default] -SWWM_MODVER="\chSWWM \czGZ\c- \cw1.1pre r7 \cu(Mon 6 Sep 23:38:28 CEST 2021)\c-"; -SWWM_SHORTVER="\cw1.1pre r7 \cu(2021-09-06 23:38:28)\c-"; +SWWM_MODVER="\chSWWM \czGZ\c- \cw1.1pre r8 \cu(Mon 6 Sep 23:38:39 CEST 2021)\c-"; +SWWM_SHORTVER="\cw1.1pre r8 \cu(2021-09-06 23:38:39)\c-"; diff --git a/zscript/weapons/swwm_danmaku_fx.zsc b/zscript/weapons/swwm_danmaku_fx.zsc index 827ba224c..2d8d50f82 100644 --- a/zscript/weapons/swwm_danmaku_fx.zsc +++ b/zscript/weapons/swwm_danmaku_fx.zsc @@ -480,8 +480,8 @@ Class EvisceratorProj : Actor A_SetRenderStyle(1.0,STYLE_Add); A_SprayDecal("BigRocketBlast",50); A_NoGravity(); - A_SetScale(3.5); - SWWMUtility.DoExplosion(self,80,120000,200,80); + A_SetScale(3.); + SWWMUtility.DoExplosion(self,80,120000,150,80); A_QuakeEx(6,6,6,20,0,1200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:300,rollIntensity:.7); A_StartSound("eviscerator/shell",CHAN_WEAPON,attenuation:.5); A_StartSound("eviscerator/shell",CHAN_VOICE,attenuation:.3); diff --git a/zscript/weapons/swwm_shot_fx.zsc b/zscript/weapons/swwm_shot_fx.zsc index d8c7d80c9..3a574d3ad 100644 --- a/zscript/weapons/swwm_shot_fx.zsc +++ b/zscript/weapons/swwm_shot_fx.zsc @@ -265,7 +265,7 @@ Class DragonBreathArm : Actor let p = Spawn("DragonBreathPuff",pos); p.alpha *= .6+.4*(ReactionTime/20.); p.scale *= 3.5-2.5*(ReactionTime/20.); - SWWMUtility.DoExplosion(self,4+(reactiontime/2),1000+200*reactiontime,120+5*reactiontime,flags:DE_HOWL,ignoreme:bHITOWNER?null:target); + SWWMUtility.DoExplosion(self,4+(reactiontime/2),1000+200*reactiontime,90+5*reactiontime,flags:DE_HOWL,ignoreme:bHITOWNER?null:target); double spd = vel.length(); vel = (vel*.4+(FRandom[ExploS](-.2,.2),FRandom[ExploS](-.2,.2),FRandom[ExploS](-.2,.2))).unit()*spd; Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](1,5); diff --git a/zscript/weapons/swwm_splode_fx.zsc b/zscript/weapons/swwm_splode_fx.zsc index 4633a8517..8fa9bdb46 100644 --- a/zscript/weapons/swwm_splode_fx.zsc +++ b/zscript/weapons/swwm_splode_fx.zsc @@ -498,7 +498,7 @@ Class ExplodiumBulletImpact : Actor { Super.PostBeginPlay(); A_AlertMonsters(swwm_uncapalert?0:3000); - SWWMUtility.DoExplosion(self,20,40000,90,40,DE_EXTRAZTHRUST); + SWWMUtility.DoExplosion(self,20,40000,70,40,DE_EXTRAZTHRUST); A_QuakeEx(4,4,4,10,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:150,rollintensity:0.2); A_StartSound("explodium/hit",CHAN_VOICE,attenuation:.6); A_StartSound("explodium/hit",CHAN_WEAPON,attenuation:.3); diff --git a/zscript/weapons/swwm_tastytreat_fx.zsc b/zscript/weapons/swwm_tastytreat_fx.zsc index 6d2ac9345..410822cb6 100644 --- a/zscript/weapons/swwm_tastytreat_fx.zsc +++ b/zscript/weapons/swwm_tastytreat_fx.zsc @@ -253,7 +253,7 @@ Class CandyPop : Actor Spawn: BLPF B 3 NoDelay { - SWWMUtility.DoExplosion(self,500,60000,250,60); + SWWMUtility.DoExplosion(self,500,60000,180,60); Scale *= FRandom[ExploS](0.6,1.8); Scale.x *= RandomPick[ExploS](-1,1); Scale.y *= RandomPick[ExploS](-1,1); @@ -318,7 +318,7 @@ Class TinyCandyPop : CandyPop Spawn: BLPF B 3 NoDelay { - SWWMUtility.DoExplosion(self,200,32000,100,20); + SWWMUtility.DoExplosion(self,200,32000,60,20); Scale *= FRandom[ExploS](0.6,1.8); Scale.x *= RandomPick[ExploS](-1,1); Scale.y *= RandomPick[ExploS](-1,1); @@ -801,7 +801,7 @@ Class CandyBulletImpact : Actor { Super.PostBeginPlay(); A_AlertMonsters(swwm_uncapalert?0:9000); - SWWMUtility.DoExplosion(self,900,48000,250,80,DE_EXTRAZTHRUST); + SWWMUtility.DoExplosion(self,900,48000,150,80,DE_EXTRAZTHRUST); A_QuakeEx(6,6,6,15,0,300,"",QF_RELATIVE|QF_SCALEDOWN,falloff:200,rollintensity:0.2); A_StartSound("candygun/hit",CHAN_VOICE,attenuation:.25); A_StartSound("candygun/hit",CHAN_WEAPON,attenuation:.5);