tesla fix and assault cannon tweaks

This commit is contained in:
Finny Merrill 2004-03-20 00:09:41 +00:00
parent 54991f7263
commit faae2e29be
4 changed files with 15 additions and 20 deletions

View file

@ -693,7 +693,7 @@ void(float objtobuild) TeamFortress_Build =
// obj.mins = '-16 -16 0'; //- OfN commented by
obj.mins = '-16 -16 -25';
// obj.maxs = '16 16 48'; //WK 62 is better, but crashes?
obj.maxs = '16 16 62';
obj.maxs = '16 16 48';
//obj.mdl = "progs/newtesla.mdl";
obj.mdl = "progs/coil.mdl";
obj.netname = "tesla";

View file

@ -706,14 +706,12 @@ void() player_assaultcannon1 =[$nailatt1, player_assaultcannon2 ]
stuffcmd(self, st);
stuffcmd(self, "\n");
#else
local vector off = self.v_angle;
off_x -= (random () + 0.5);
off_y -= ((random () * 0.6) - 0.3);
self.v_angle_x -= (random () + 0.5);
self.v_angle_y -= ((random () * 0.6) - 0.3);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SETANGLE);
WriteAngleV (MSG_ONE, off);
WriteAngleV (MSG_ONE, self.v_angle);
#endif
Attack_Finished(0.1);

View file

@ -245,21 +245,17 @@ void() Tesla_Idle =
//self.waitmax holds if we have a target
if (self.waitmax) //If we have target, shoot it
self.waitmax = Tesla_Fire();
self.waitmax = Tesla_Fire();
if (!self.waitmax)
{
self.attack_finished = 1;
//Try to reacquire target
Tesla_Lose_Glow ();
self.has_holo = time + 0.25;
self.no_grenades_1 = FALSE;
if (Tesla_FindTarget())
self.waitmax = TRUE;
else
{
//Lost a lock
Tesla_Lose_Glow();
//self.nextthink = time + 0.25; //4Hz check rate
self.has_holo = time + 0.25;
self.no_grenades_1 = FALSE; // reset main think
}
}
if (self.attack_finished < 1)

View file

@ -1100,15 +1100,16 @@ void(float shotcount, vector dir, vector spread) FireBullets =
local vector direction;
local vector src;
local string st = infokey (NIL, "numpuffs");
local float puffdiv = 0;
local float numpuffs = 0;
local integer puffdiv;
if (st)
puffdiv = stof (st) - 1;
numpuffs = stof (st) - 1;
if (puffdiv <= 0)
if (numpuffs <= 0)
puffdiv = 0;
else
puffdiv = shotcount / puffdiv;
puffdiv = (shotcount / numpuffs) + 1;
makevectors (self.v_angle);
@ -1450,7 +1451,7 @@ void(float num) W_FireAssaultCannon =
self.currentammo = self.ammo_shells = self.ammo_shells - 1;
dir = aim (self, 100000);
deathmsg = DMSG_ASSAULTCANNON;
FireBullets (num, dir, '0.01 0.01 0' * num);
FireBullets (num, dir, '0.013 0.013 0' * num);
if (!(self.flags & FL_ONGROUND)) {
if (!self.waterlevel || (self.tf_items & NIT_SCUBA))