RPG + rocket jump
tech: RPG - gains the rocket jumping effects from electric armor eternalism no longer makes tech options have 50% opacity when choosing some new images for cloaking tech and some images were made brighter bug fixes safari media rules css fixed
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@@ -305,7 +305,8 @@ const powerUps = {
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document.getElementById("choose-grid").style.pointerEvents = "none";
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document.body.style.cursor = "none";
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setTimeout(() => {
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if (!tech.isNoDraftPause) document.body.style.cursor = "auto";
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// if (!tech.isNoDraftPause)
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document.body.style.cursor = "auto";
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document.getElementById("choose-grid").style.pointerEvents = "auto";
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document.getElementById("choose-grid").style.transitionDuration = "0s";
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}, 400);
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@@ -313,7 +314,7 @@ const powerUps = {
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if (!simulation.paused) {
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if (tech.isNoDraftPause) {
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document.getElementById("choose-grid").style.opacity = "0.92"
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document.getElementById("choose-grid").style.opacity = "1"
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} else {
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simulation.paused = true;
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document.getElementById("choose-grid").style.opacity = "1"
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@@ -565,7 +566,7 @@ const powerUps = {
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},
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effect() {
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if (b.inventory.length > 0) {
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if (tech.isAmmoForGun && b.activeGun) { //give extra ammo to one gun only with tech logistics
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if (tech.isAmmoForGun && b.activeGun !== null) { //give extra ammo to one gun only with tech logistics
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const target = b.guns[b.activeGun]
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if (target.ammo !== Infinity) {
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if (tech.ammoCap) {
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@@ -1164,10 +1165,7 @@ const powerUps = {
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if (tech.isLaserMine && input.down) {
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b.laserMine(who.position)
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} else {
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b.mine(who.position, {
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x: 0,
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y: 0
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}, 0)
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b.mine(who.position, { x: 0, y: 0 }, 0)
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}
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}
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if (tech.isRelay) {
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