Slight nerf to Explodium Gun.

This commit is contained in:
Mari the Deer 2021-03-06 10:34:32 +01:00
commit b53e3a338d
3 changed files with 8 additions and 8 deletions

View file

@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r321 \cu(Fri 5 Mar 21:18:49 CET 2021)\c-";
SWWM_SHORTVER="\cw0.9.11b-pre r321 \cu(2021-03-05 21:18:49)\c-";
SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r322 \cu(Sat 6 Mar 10:34:32 CET 2021)\c-";
SWWM_SHORTVER="\cw0.9.11b-pre r322 \cu(2021-03-06 10:34:32)\c-";

View file

@ -111,9 +111,9 @@ Class ExplodiumGun : SWWMWeapon
SWWMBulletTrail.DoTrail(self,origin,dir,10000,2);
if ( d.HitType == TRACE_HitActor )
{
int dmg = 20;
int dmg = 15;
// might as well apply explosion on top
if ( dmg >= d.HitActor.Health ) dmg += 25;
if ( dmg >= d.HitActor.Health ) dmg += 20;
SWWMUtility.DoKnockback(d.HitActor,d.HitDir,48000);
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'Explodium',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
if ( d.HitActor.bNOBLOOD || d.HitActor.bDORMANT || d.HitActor.bINVULNERABLE )
@ -554,9 +554,9 @@ Class DualExplodiumGun : SWWMWeapon
SWWMBulletTrail.DoTrail(self,origin,dir,10000,2);
if ( d.HitType == TRACE_HitActor )
{
int dmg = 20;
int dmg = 15;
// might as well apply explosion on top
if ( dmg >= d.HitActor.Health ) dmg += 25;
if ( dmg >= d.HitActor.Health ) dmg += 20;
SWWMUtility.DoKnockback(d.HitActor,d.HitDir,48000);
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'Explodium',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
if ( d.HitActor.bNOBLOOD || d.HitActor.bDORMANT || d.HitActor.bINVULNERABLE )

View file

@ -144,7 +144,7 @@ Class ExplodiumMagProj : Actor
A_SetRenderStyle(1.,STYLE_Add);
Scale *= 2.+.2*special1;
A_AlertMonsters(swwm_uncapalert?0:6000);
SWWMUtility.DoExplosion(self,15+25*special1,80000+8000*special1,90+10*special1,60,DE_EXTRAZTHRUST);
SWWMUtility.DoExplosion(self,10+20*special1,80000+8000*special1,90+10*special1,60,DE_EXTRAZTHRUST);
A_QuakeEx(9,9,9,30,0,400+80*special1,"",QF_RELATIVE|QF_SCALEDOWN,falloff:300,rollintensity:2.);
A_StartSound("explodium/maghit",CHAN_VOICE,attenuation:.35);
A_StartSound("explodium/maghit",CHAN_WEAPON,attenuation:.2);
@ -241,7 +241,7 @@ Class ExplodiumBulletImpact : Actor
{
Super.PostBeginPlay();
A_AlertMonsters(swwm_uncapalert?0:3000);
SWWMUtility.DoExplosion(self,25,80000,90,40,DE_EXTRAZTHRUST);
SWWMUtility.DoExplosion(self,20,80000,90,40,DE_EXTRAZTHRUST);
A_QuakeEx(4,4,4,10,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:150,rollintensity:0.2);
A_StartSound("explodium/hit",CHAN_VOICE,attenuation:.6);
A_StartSound("explodium/hit",CHAN_WEAPON,attenuation:.3);