- removed MeleeWeapon flag from the tomed PhoenixRod and the fighterhammer.

In both cases, having this flag on will render the monster-backing-off-check for melee attacks ineffective because it would misinterpret these weapons as close range only - which they aren't. Even for the PhoenixRod the range is longer than what gets checked here.
As a consequence, the bot's check for missile shooting melee weapons has also become pointless because no such weapon is defined anymore.
This commit is contained in:
Christoph Oelckers 2018-11-24 18:42:10 +01:00
parent 814af66864
commit be100fa5d3
3 changed files with 3 additions and 21 deletions

View file

@ -205,25 +205,8 @@ void DBot::Dofire (ticcmd_t *cmd)
//FIRE EACH TYPE OF WEAPON DIFFERENT: Here should all the different weapons go.
if (player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON)
{
if ((player->ReadyWeapon->ProjectileType != NULL))
{
if (player->ReadyWeapon->CheckAmmo (AWeapon::PrimaryFire, false, true))
{
// This weapon can fire a projectile and has enough ammo to do so
goto shootmissile;
}
else if (!(player->ReadyWeapon->WeaponFlags & WIF_AMMO_OPTIONAL))
{
// Ammo is required, so don't shoot. This is for weapons that shoot
// missiles that die at close range, such as the powered-up Phoneix Rod.
return;
}
}
else
{
//*4 is for atmosphere, the chainsaws sounding and all..
no_fire = (Dist > DEFMELEERANGE*4);
}
//*4 is for atmosphere, the chainsaws sounding and all..
no_fire = (Dist > DEFMELEERANGE*4);
}
else if (player->ReadyWeapon->WeaponFlags & WIF_BOT_BFG)
{

View file

@ -73,7 +73,6 @@ class PhoenixRodPowered : PhoenixRod
Default
{
+WEAPON.POWERED_UP
+WEAPON.MELEEWEAPON
Weapon.SisterWeapon "PhoenixRod";
Weapon.AmmoGive 0;
Tag "$TAG_PHOENIXRODP";

View file

@ -9,7 +9,7 @@ class FWeapHammer : FighterWeapon
{
+BLOODSPLATTER
Weapon.SelectionOrder 900;
+WEAPON.AMMO_OPTIONAL +WEAPON.MELEEWEAPON
+WEAPON.AMMO_OPTIONAL
Weapon.AmmoUse1 3;
Weapon.AmmoGive1 25;
Weapon.KickBack 150;