Tweak Candygun pops so they're more visibly flashy.
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parent
19e460fc3a
commit
aa10a38841
2 changed files with 5 additions and 5 deletions
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r967 \cu(Fri 29 Sep 23:58:46 CEST 2023)\c-";
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SWWM_SHORTVER="\cw1.3pre r967 \cu(2023-09-29 23:58:46)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r968 \cu(Sat 30 Sep 00:08:15 CEST 2023)\c-";
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SWWM_SHORTVER="\cw1.3pre r968 \cu(2023-09-30 00:08:15)\c-";
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@ -193,7 +193,7 @@ Class CandyPop : SWWMNonInteractiveActor
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double dist = Distance3D(mo);
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str = int(str*(1.-(dist/rad)));
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SWWMHandler.DoFlash(mo,Color(str,250,240,255),1);
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SWWMHandler.DoFlash(mo,Color(str,224,0,255),3);
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SWWMHandler.DoFlash(mo,Color(str/2,224,0,255),5);
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}
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States
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{
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@ -206,7 +206,7 @@ Class CandyPop : SWWMNonInteractiveActor
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Scale.y *= RandomPick[ExploS](-1,1);
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roll = FRandom[Explos](0,360);
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Spawn("CandyPLight",pos);
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FlashPlayer(60,800);
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FlashPlayer(40,1200);
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int numpt = Random[ExploS](-3,3);
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for ( int i=0; i<numpt; i++ )
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{
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@ -271,7 +271,7 @@ Class TinyCandyPop : CandyPop
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Scale.y *= RandomPick[ExploS](-1,1);
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roll = FRandom[Explos](0,360);
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Spawn("CandyPLight2",pos);
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FlashPlayer(20,250);
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FlashPlayer(40,400);
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int numpt = Random[ExploS](1,3);
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for ( int i=0; i<numpt; i++ )
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{
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