Less abrupt bubble popping using waterdepth check.
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parent
da48b8ea63
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2 changed files with 4 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 r958 \cu(Sun 24 Sep 18:43:53 CEST 2023)\c-";
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SWWM_SHORTVER="\cw1.3pre r958 \cu(2023-09-24 18:43:53)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r959 \cu(Sun 24 Sep 18:44:16 CEST 2023)\c-";
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SWWM_SHORTVER="\cw1.3pre r959 \cu(2023-09-24 18:44:16)\c-";
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@ -269,7 +269,7 @@ Class SWWMBubble : SWWMNonInteractiveActor
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ang = FRandom[Puff](0,360);
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pt = FRandom[Puff](-90,90);
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vel += SWWMUtility.Vec3FromAngles(ang,pt)*FRandom[Puff](0.2,0.8);
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if ( waterlevel <= 0 ) Destroy();
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if ( (waterlevel <= 0) || (waterdepth < (scale.y*9.)) ) Destroy();
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SetState(ResolveState("Spawn")+Random[Puff](0,19));
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}
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override void Tick()
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@ -322,7 +322,7 @@ Class SWWMBubble : SWWMNonInteractiveActor
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newpos.z = clamp(newpos.z,floorz,ceilingz);
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SetOrigin(newpos,true);
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UpdateWaterLevel();
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if ( (waterlevel <= 0) || !Random[Puff](0,100) ) Destroy();
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if ( (waterlevel <= 0) || (waterdepth < (scale.y*9.)) || !Random[Puff](0,100) ) Destroy();
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if ( !CheckNoDelay() || (tics == -1) ) return;
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if ( tics > 0 ) tics--;
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while ( !tics )
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