downpour and buttonbutton community maps
community map downpour by DesBoot community map buttonbutton by ||Destabilized E|| rounded borders on no-image mode selection cards foam gun has some recoil new superball gun image bug fixes
This commit is contained in:
@@ -107,7 +107,7 @@ function collisionChecks(event) {
|
||||
!mob[k].isSlowed && !mob[k].isStunned
|
||||
) {
|
||||
let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * simulation.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
|
||||
if (m.isCloak) dmg *= 0.75
|
||||
if (m.isCloak) dmg *= 0.5
|
||||
mob[k].foundPlayer();
|
||||
if (tech.isRewindAvoidDeath && (m.energy + 0.05) > Math.min(0.95, m.maxEnergy) && dmg > 0.01) { //CPT reversal runs in m.damage, but it stops the rest of the collision code here too
|
||||
m.damage(dmg);
|
||||
@@ -336,15 +336,15 @@ function collisionChecks(event) {
|
||||
}
|
||||
|
||||
//determine if player is on the ground
|
||||
Events.on(engine, "collisionStart", function(event) {
|
||||
Events.on(engine, "collisionStart", function (event) {
|
||||
playerOnGroundCheck(event);
|
||||
// playerHeadCheck(event);
|
||||
collisionChecks(event);
|
||||
});
|
||||
Events.on(engine, "collisionActive", function(event) {
|
||||
Events.on(engine, "collisionActive", function (event) {
|
||||
playerOnGroundCheck(event);
|
||||
// playerHeadCheck(event);
|
||||
});
|
||||
Events.on(engine, "collisionEnd", function(event) {
|
||||
Events.on(engine, "collisionEnd", function (event) {
|
||||
playerOffGroundCheck(event);
|
||||
});
|
||||
Reference in New Issue
Block a user