Blazer missiles won't auto-detonate unless player is out of blast radius.

This commit is contained in:
Mari the Deer 2022-12-12 23:30:26 +01:00
commit 661e4739d8
2 changed files with 6 additions and 4 deletions

View file

@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r686 \cu(Mon 12 Dec 22:07:03 CET 2022)\c-";
SWWM_SHORTVER="\cw1.3pre r686 \cu(2022-12-12 22:07:03)\c-";
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r687 \cu(Mon 12 Dec 23:30:26 CET 2022)\c-";
SWWM_SHORTVER="\cw1.3pre r687 \cu(2022-12-12 23:30:26)\c-";

View file

@ -182,7 +182,7 @@ Class HellblazerMissile : Actor
{
Mixin SWWMMissileFix;
int deto;
int deto, detact;
Actor seektarget;
Vector3 InitialDir, Acceleration;
@ -235,7 +235,9 @@ Class HellblazerMissile : Actor
Vector3 dir = vel.unit();
if ( vel.length() > 50. ) vel = dir*50.;
}
if ( deto > 1 )
// don't auto-detonate if we're too close to our shooter
// ensures player doesn't eat up the full brunt of the blast
if ( (deto > 1) && (!target || !SWWMUtility.SphereIntersect(target,pos,150)) )
{
ExplodeMissile();
return;