Even more tweaks to the overpressure shot.
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parent
625feb0c6e
commit
38ae42c8dd
3 changed files with 8 additions and 6 deletions
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@ -671,7 +671,7 @@ Class MisterRifle : SWWMWeapon
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}
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if ( invoker.prefirecnt < 100 )
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{
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invoker.prefirecnt += 1.5;
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invoker.prefirecnt += 2.;
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if ( invoker.prefirecnt >= 100 )
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{
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invoker.prefirecnt = 100;
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@ -852,6 +852,7 @@ Class MisterRifle : SWWMWeapon
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b.angle = atan2(mrt.HitList[i].x.y,mrt.HitList[i].x.x);
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b.pitch = asin(-mrt.HitList[i].x.z);
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b.target = self;
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b.tracer = mrt.HitList[i].HitActor;
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b.mrc = mrc;
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mrc.effectors.Push(b);
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bi.Push(b);
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@ -861,6 +862,7 @@ Class MisterRifle : SWWMWeapon
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b.angle = atan2(mrt.HitList[i].x.y,mrt.HitList[i].x.x)+180;
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b.pitch = asin(mrt.HitList[i].x.z);
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b.target = self;
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b.tracer = mrt.HitList[i].HitActor;
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b.mrc = mrc;
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mrc.effectors.Push(b);
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bi.Push(b);
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@ -608,7 +608,7 @@ Class MisterRailEntryImpact : MisterBulletImpact
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override void A_BulletExplode()
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{
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A_AlertMonsters(swwm_uncapalert?0:2000,AMF_EMITFROMTARGET);
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let [nhit, nkill] = SWWMUtility.DoExplosion(self,444,200000,100,100,DE_EXTRAZTHRUST|DE_COUNTENEMIES);
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let [nhit, nkill] = SWWMUtility.DoExplosion(self,44,200000,100,100,DE_EXTRAZTHRUST|DE_COUNTENEMIES,ignoreme:tracer); // hit actor already taking the full brunt, no need to add more
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if ( mrc ) mrc.nkill += nkill;
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A_QuakeEx(6.,6.,6.,10,0,400,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:150,rollintensity:.8);
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A_StartSound("mister/hitover",CHAN_VOICE,attenuation:.35);
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@ -661,7 +661,7 @@ Class MisterRailEntryImpact : MisterBulletImpact
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{
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if ( special1 && (special1 <= 10) )
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{
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let [nhit, nkill] = SWWMUtility.DoExplosion(self,44,3000+special1*50,80+special1*4,80+special1*4,DE_EXTRAZTHRUST|DE_COUNTENEMIES);
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let [nhit, nkill] = SWWMUtility.DoExplosion(self,4,3000+special1*50,80+special1*4,80+special1*4,DE_EXTRAZTHRUST|DE_COUNTENEMIES);
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if ( mrc ) mrc.nkill += nkill;
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int numpt = Random[ExploS](0,special1/2);
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for ( int i=0; i<numpt; i++ )
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@ -699,7 +699,7 @@ Class MisterRailExitImpact : MisterBulletImpact
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override void A_BulletExplode()
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{
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A_AlertMonsters(swwm_uncapalert?0:4000,AMF_EMITFROMTARGET);
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let [nhit, nkill] = SWWMUtility.DoExplosion(self,444,80000,200,200,DE_EXTRAZTHRUST|DE_COUNTENEMIES);
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let [nhit, nkill] = SWWMUtility.DoExplosion(self,444,80000,200,200,DE_EXTRAZTHRUST|DE_COUNTENEMIES,ignoreme:tracer); // hit actor already taking the full brunt, no need to add more
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if ( mrc ) mrc.nkill += nkill;
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A_QuakeEx(8.,8.,8.,15,0,600,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:250,rollintensity:1.2);
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A_StartSound("mister/hitover",CHAN_WEAPON,attenuation:.2);
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