Remove self-damage from Overpressure beam. It's annoying.
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fcea7fa7ce
commit
9a6b71e751
2 changed files with 3 additions and 4 deletions
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r526 \cu(Wed 28 Sep 22:26:56 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r526 \cu(2022-09-28 22:26:56)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r527 \cu(Wed 28 Sep 22:38:48 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r527 \cu(2022-09-28 22:38:48)\c-";
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@ -879,7 +879,6 @@ Class MisterRailBeam : Actor
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if ( isFrozen() ) return;
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A_SetScale(scale.x*.85,scale.y);
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A_FadeOut(.05);
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if ( frame == 1 ) return;
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if ( !cbt ) cbt = new("CandyBeamTracer");
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cbt.hitlist.Clear();
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Vector3 dir = SWWMUtility.Vec3FromAngles(angle,pitch-90);
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@ -887,7 +886,7 @@ Class MisterRailBeam : Actor
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cbt.Trace(pos,CurSector,dir,scale.y,0);
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for ( int i=0; i<cbt.hitlist.Size(); i++ )
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{
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if ( !cbt.hitlist[i].hitactor ) continue;
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if ( !cbt.hitlist[i].hitactor || (cbt.hitlist[i].hitactor == target) ) continue;
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SWWMUtility.DoKnockback(cbt.hitlist[i].hitactor,cbt.hitlist[i].x,12000);
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let p = SWWMPuff.Setup(cbt.hitlist[i].hitlocation,cbt.hitlist[i].x,self,target,cbt.hitlist[i].hitactor);
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cbt.hitlist[i].hitactor.DamageMobj(p,target,44,'Mortal',DMG_THRUSTLESS|DMG_INFLICTOR_IS_PUFF);
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