Tweak hammer spin to make it slightly less chaotic.

This commit is contained in:
Mari the Deer 2022-11-17 16:54:08 +01:00
commit d4e8cf7844
3 changed files with 6 additions and 6 deletions

View file

@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r619 \cu(Wed 16 Nov 22:35:32 CET 2022)\c-";
SWWM_SHORTVER="\cw1.3pre r619 \cu(2022-11-16 22:35:32)\c-";
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r619 \cu(Thu 17 Nov 16:54:08 CET 2022)\c-";
SWWM_SHORTVER="\cw1.3pre r619 \cu(2022-11-17 16:54:08)\c-";

View file

@ -68,7 +68,7 @@ Class ItamexHammer : SWWMWeapon
A_BumpFOV(1.+invoker.charge*.001);
Vector3 x, y, z;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
SWWMUtility.DoKnockback(self,x,1000.*invoker.charge);
SWWMUtility.DoKnockback(self,x,500.*invoker.charge);
invoker.hitcnt = 0;
invoker.spintime = 0;
}
@ -91,7 +91,7 @@ Class ItamexHammer : SWWMWeapon
A_BumpFOV(1.+invoker.charge*.001);
Vector3 x, y, z;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
SWWMUtility.DoKnockback(self,(x.x,x.y,x.z*.1),2000.*invoker.charge);
SWWMUtility.DoKnockback(self,(x.x,x.y,x.z*.1),1500.*invoker.charge);
if ( vel.z < 0 ) vel.z *= 1.-invoker.charge*.008;
A_QuakeEx(1,1,1,15,0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.1);
A_PlayerFire();
@ -103,7 +103,7 @@ Class ItamexHammer : SWWMWeapon
A_QuakeEx(5,5,5,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.35);
A_AlertMonsters(swwm_uncapalert?0:800);
A_WeaponOffset(32,0,WOF_ADD|WOF_INTERPOLATE);
SWWMUtility.DoKnockback(self,-(x.x,x.y,x.z*.1),6000.*invoker.charge);
SWWMUtility.DoKnockback(self,-(x.x,x.y,x.z*.1),4500.*invoker.charge);
invoker.hitcnt = 3;
}
if ( invoker.charge <= 30. )

View file

@ -2745,7 +2745,7 @@ Class SWWMStatusBar : BaseStatusBar
if ( def.MagAmmoType )
{
let mag = MagAmmo(CPlayer.mo.FindInventory(def.MagAmmoType));
if ( mag )
if ( mag ) // theoretically can't happen, but still check for it
{
amt = mag.Amount;
amax = amax*mag.ClipSize+mag.MaxAmount;