Commit f822eb94 by James

Reduce explosion radius, lives forever, longer startup

parent 2f4d3eb0
......@@ -15574,10 +15574,10 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
1, // spawnhealth
S_NULL, // seestate
sfx_tossed, // seesound
6*TICRATE, // reactiontime
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
192*FRACUNIT, // painchance
128*FRACUNIT, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
......@@ -15604,7 +15604,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
192*FRACUNIT, // painchance
128*FRACUNIT, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
......
......@@ -3085,7 +3085,7 @@ static mobj_t *K_ThrowKartItem(player_t *player, boolean missile, mobjtype_t map
mo->eflags |= MFE_VERTICALFLIP;
if (mapthing == MT_SSMINE)
mo->extravalue1 = 14; // Pads the start-up length from 21 frames to a full second
mo->extravalue1 = 49; // Pads the start-up length from 21 frames to a full 2 seconds
}
}
......
......@@ -8194,31 +8194,17 @@ void P_MobjThinker(mobj_t *mobj)
if (mobj->momx || mobj->momy)
P_SpawnGhostMobj(mobj);
if (P_IsObjectOnGround(mobj))
if (P_IsObjectOnGround(mobj) && (mobj->state == &states[S_SSMINE_AIR1] || mobj->state == &states[S_SSMINE_AIR2]))
{
if (mobj->extravalue1 > 0)
mobj->extravalue1--;
else
{
if (mobj->state == &states[S_SSMINE_AIR1] || mobj->state == &states[S_SSMINE_AIR2])
P_SetMobjState(mobj, S_SSMINE_DEPLOY1);
if (mobj->reactiontime >= mobj->info->reactiontime)
{
mobj->momx = mobj->momy = 0;
S_StartSound(mobj, mobj->info->activesound);
mobj->reactiontime--;
}
mobj->momx = mobj->momy = 0;
S_StartSound(mobj, mobj->info->activesound);
}
}
if (mobj->reactiontime && mobj->reactiontime < mobj->info->reactiontime)
{
mobj->reactiontime--;
if (!mobj->reactiontime)
P_KillMobj(mobj, NULL, NULL);
}
if ((mobj->state >= &states[S_SSMINE1] && mobj->state <= &states[S_SSMINE4])
|| (mobj->state >= &states[S_SSMINE_DEPLOY8] && mobj->state <= &states[S_SSMINE_DEPLOY13]))
A_GrenadeRing(mobj);
......
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