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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@@ -314,7 +314,7 @@ const simulation = {
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ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
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ctx.beginPath();
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if (m.fireCDcycle > m.cycle) {
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ctx.strokeStyle = "#777"; //'rgba(0,0,0,0.4)'
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ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
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ctx.arc(simulation.mouse.x, simulation.mouse.y, size + 1, 0, 2 * Math.PI);
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} else {
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ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
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@@ -474,10 +474,8 @@ const simulation = {
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switchGun() {
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if (tech.isLongitudinal && b.activeGun === 3) b.guns[3].waves = []; //empty array of wave bullets
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if (tech.crouchAmmoCount) tech.crouchAmmoCount = 1 //this prevents hacking the tech by switching guns
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if (b.inventory.length > 0) {
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b.activeGun = b.inventory[b.inventoryGun];
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if (b.guns[b.activeGun].charge) b.guns[b.activeGun].charge = 0; //if switching into foam set charge to 0
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}
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if (b.inventory.length > 0) b.activeGun = b.inventory[b.inventoryGun];
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b.guns[8].charge = 0; // foam charge to 0
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simulation.updateGunHUD();
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simulation.boldActiveGunHUD();
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//set crosshairs
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@@ -774,8 +772,6 @@ const simulation = {
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input.endKeySensing();
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b.removeAllGuns();
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simulation.switchGun();
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tech.setupAllTech(); //sets tech to default values
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tech.cancelCount = 0;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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@@ -904,28 +900,30 @@ const simulation = {
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clearMap() {
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ctx.setTransform(1, 0, 0, 1, 0, 0);
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if (m.alive) {
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if (tech.isLongitudinal) {
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "wave") {
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b.guns[i].waves = []; //empty array of wave bullets
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break;
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if (tech.isLongitudinal) b.guns[3].waves = []; //empty array of wave bullets
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if (b.guns[10].have) { //do you have mines as a gun
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let count = 0;
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for (i = 0, len = bullet.length; i < len; i++) { //count mines left on map
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if (
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(bullet[i].bulletType === "mine" && (!tech.isMineSentry || bullet[i].shots === undefined)) ||
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bullet[i].bulletType === "laser mine") {
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count++
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}
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}
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if (tech.crouchAmmoCount) count = Math.ceil(count / 2)
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b.guns[10].ammo += count
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if (tech.ammoCap) b.guns[10].ammo = Math.min(tech.ammoCap, b.guns[10].ammo)
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simulation.updateGunHUD();
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}
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let count = 0;
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for (i = 0, len = bullet.length; i < len; i++) { //count mines left on map
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if ((bullet[i].bulletType === "mine" || bullet[i].bulletType === "laser mine") && !bullet[i].isArmed) count++
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}
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is mine
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if (b.guns[i].name === "mine") {
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if (tech.crouchAmmoCount) count = Math.ceil(count / 2)
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b.guns[i].ammo += count
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if (tech.ammoCap) b.guns[i].ammo = Math.min(tech.ammoCap, b.guns[i].ammo)
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simulation.updateGunHUD();
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break;
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}
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}
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// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is mine
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// if (b.guns[i].name === "mine") {
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// b.guns[i].ammo += count
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// if (tech.ammoCap) b.guns[i].ammo = Math.min(tech.ammoCap, b.guns[i].ammo)
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// simulation.updateGunHUD();
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// break;
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// }
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// }
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if (tech.isMutualism && !tech.isEnergyHealth) {
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for (let i = 0; i < bullet.length; i++) {
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