- Added code submissions for non-piercing railguns and new skill options.
SVN r1706 (trunk)
This commit is contained in:
parent
3786ced96e
commit
635d71e660
25 changed files with 155 additions and 50 deletions
|
|
@ -426,7 +426,7 @@ void A_StopBalls(AActor *scary)
|
|||
{
|
||||
actor->StopBall = RUNTIME_CLASS(ASorcBall2); // Blue
|
||||
}
|
||||
else if((actor->health < (actor->GetDefault()->health >> 1)) &&
|
||||
else if((actor->health < (actor->SpawnHealth() >> 1)) &&
|
||||
(chance < 200))
|
||||
{
|
||||
actor->StopBall = RUNTIME_CLASS(ASorcBall3); // Green
|
||||
|
|
@ -566,7 +566,7 @@ void ASorcBall3::CastSorcererSpell ()
|
|||
ang1 = angle - ANGLE_45;
|
||||
ang2 = angle + ANGLE_45;
|
||||
const PClass *cls = PClass::FindClass("SorcFX3");
|
||||
if (health < (GetDefault()->health/3))
|
||||
if (health < (SpawnHealth()/3))
|
||||
{ // Spawn 2 at a time
|
||||
mo = P_SpawnMissileAngle(parent, cls, ang1, 4*FRACUNIT);
|
||||
if (mo) mo->target = parent;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue