Even more tweaks to the overpressure shot.

This commit is contained in:
Mari the Deer 2023-12-10 10:56:48 +01:00
commit 38ae42c8dd
3 changed files with 8 additions and 6 deletions

View file

@ -671,7 +671,7 @@ Class MisterRifle : SWWMWeapon
}
if ( invoker.prefirecnt < 100 )
{
invoker.prefirecnt += 1.5;
invoker.prefirecnt += 2.;
if ( invoker.prefirecnt >= 100 )
{
invoker.prefirecnt = 100;
@ -852,6 +852,7 @@ Class MisterRifle : SWWMWeapon
b.angle = atan2(mrt.HitList[i].x.y,mrt.HitList[i].x.x);
b.pitch = asin(-mrt.HitList[i].x.z);
b.target = self;
b.tracer = mrt.HitList[i].HitActor;
b.mrc = mrc;
mrc.effectors.Push(b);
bi.Push(b);
@ -861,6 +862,7 @@ Class MisterRifle : SWWMWeapon
b.angle = atan2(mrt.HitList[i].x.y,mrt.HitList[i].x.x)+180;
b.pitch = asin(mrt.HitList[i].x.z);
b.target = self;
b.tracer = mrt.HitList[i].HitActor;
b.mrc = mrc;
mrc.effectors.Push(b);
bi.Push(b);

View file

@ -608,7 +608,7 @@ Class MisterRailEntryImpact : MisterBulletImpact
override void A_BulletExplode()
{
A_AlertMonsters(swwm_uncapalert?0:2000,AMF_EMITFROMTARGET);
let [nhit, nkill] = SWWMUtility.DoExplosion(self,444,200000,100,100,DE_EXTRAZTHRUST|DE_COUNTENEMIES);
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
if ( mrc ) mrc.nkill += nkill;
A_QuakeEx(6.,6.,6.,10,0,400,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:150,rollintensity:.8);
A_StartSound("mister/hitover",CHAN_VOICE,attenuation:.35);
@ -661,7 +661,7 @@ Class MisterRailEntryImpact : MisterBulletImpact
{
if ( special1 && (special1 <= 10) )
{
let [nhit, nkill] = SWWMUtility.DoExplosion(self,44,3000+special1*50,80+special1*4,80+special1*4,DE_EXTRAZTHRUST|DE_COUNTENEMIES);
let [nhit, nkill] = SWWMUtility.DoExplosion(self,4,3000+special1*50,80+special1*4,80+special1*4,DE_EXTRAZTHRUST|DE_COUNTENEMIES);
if ( mrc ) mrc.nkill += nkill;
int numpt = Random[ExploS](0,special1/2);
for ( int i=0; i<numpt; i++ )
@ -699,7 +699,7 @@ Class MisterRailExitImpact : MisterBulletImpact
override void A_BulletExplode()
{
A_AlertMonsters(swwm_uncapalert?0:4000,AMF_EMITFROMTARGET);
let [nhit, nkill] = SWWMUtility.DoExplosion(self,444,80000,200,200,DE_EXTRAZTHRUST|DE_COUNTENEMIES);
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
if ( mrc ) mrc.nkill += nkill;
A_QuakeEx(8.,8.,8.,15,0,600,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:250,rollintensity:1.2);
A_StartSound("mister/hitover",CHAN_WEAPON,attenuation:.2);