Fix broken player damage vfx handling.

This commit is contained in:
Mari the Deer 2022-07-03 23:46:31 +02:00
commit 6837df09b2
3 changed files with 17 additions and 12 deletions

View file

@ -110,8 +110,8 @@ extend Class SWWMHandler
}
else PPShader.SetEnabled("SlimeWarp",false);
int lastdmg = (demo.Health>0)?demo.lastdamage:Random[Flicker](60,80);
int lastdmgtic = (demo.Health>0)?demo.lastdamagetic:(gametic+Random[Flicker](30,20));
double noiz = min(lastdmg*.09*max(0,(lastdmgtic-(gametic+e.Fractic))/35.),.5);
int lastdmgtimer = (demo.Health>0)?demo.lastdamagetimer:(gametic+Random[Flicker](30,20));
double noiz = min(lastdmg*.09*max(0,(lastdmgtimer-(gametic+e.Fractic))/35.),.5);
PPShader.SetEnabled("Glitch",noiz>0);
PPShader.SetEnabled("Grain",noiz>0);
if ( noiz > 0 )
@ -119,9 +119,9 @@ extend Class SWWMHandler
PPShader.SetUniform1f("Glitch","Timer",(gametic+e.FracTic)/GameTicRate);
PPShader.SetUniform1f("Grain","Timer",(gametic+e.FracTic)/GameTicRate);
PPShader.SetUniform1f("Grain","ni",noiz);
noiz = min(lastdmg*.08*max(0,(lastdmgtic-(gametic+e.Fractic))/35.),.8);
noiz = min(lastdmg*.08*max(0,(lastdmgtimer-(gametic+e.Fractic))/35.),.8);
PPShader.SetUniform1f("Glitch","str1",noiz);
noiz = min(lastdmg*.03*max(0,(lastdmgtic-(gametic+e.Fractic))/35.),3.5);
noiz = min(lastdmg*.03*max(0,(lastdmgtimer-(gametic+e.Fractic))/35.),3.5);
PPShader.SetUniform1f("Glitch","str2",noiz);
}
if ( !demo.InStateSequence(demo.CurState,demo.FindState("Dash")) )