bug fixes
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12
js/bullet.js
12
js/bullet.js
@@ -2863,8 +2863,8 @@ const b = {
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have: false,
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fire() {
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if (mod.isCapacitor) {
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if (mech.energy > 0.16) {
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mech.energy -= 0.16
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if (mech.energy > 0.16 || mod.isRailEnergyGain) {
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mech.energy += 0.16 * (mod.isRailEnergyGain ? 1 : -1)
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mech.fireCDcycle = mech.cycle + Math.floor(30 * b.fireCD);
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const me = bullet.length;
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bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), 60, 14, {
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@@ -3077,17 +3077,11 @@ const b = {
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const previousCharge = this.charge
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let smoothRate = 0.98 * (mech.crouch ? 0.99 : 1) * (0.98 + 0.02 * b.fireCD) //small b.fireCD = faster shots, b.fireCD=1 = normal shot, big b.fireCD = slower chot
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this.charge = this.charge * smoothRate + 1 * (1 - smoothRate)
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// let chargeRate = (mech.crouch) ? 0.98 : 0.984
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// chargeRate *= Math.pow(b.fireCD, 0.03)
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// this.charge = this.charge * chargeRate + (1 - chargeRate) // this.charge converges to 1
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if (mod.isRailEnergyGain) {
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mech.energy += (this.charge - previousCharge) * 1.66 //energy drain is proportional to charge gained, but doesn't stop normal mech.fieldRegen
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mech.energy += (this.charge - previousCharge) * 2 //energy drain is proportional to charge gained, but doesn't stop normal mech.fieldRegen
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} else {
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mech.energy -= (this.charge - previousCharge) * 0.33 //energy drain is proportional to charge gained, but doesn't stop normal mech.fieldRegen
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}
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//draw targeting
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let best;
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let range = 3000
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