trackpad bug fix, flack buff

This commit is contained in:
landgreen
2020-03-04 05:49:02 -08:00
parent c642cfcac2
commit 7a9ef5dcd1
3 changed files with 20 additions and 11 deletions

View File

@@ -461,7 +461,7 @@ const b = {
maxCount: 1,
count: 0,
allowed() {
return b.modCollisionImmuneCycles > 120
return b.modCollisionImmuneCycles > 30
},
requires: "Pauli exclusion",
effect() {
@@ -744,7 +744,7 @@ const b = {
},
requires: "minigun",
effect() {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "minigun") {
b.guns[i].ammoPack = Infinity
b.guns[i].recordedAmmo = b.guns[i].ammo
@@ -755,7 +755,7 @@ const b = {
}
},
remove() {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "minigun") {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
b.guns[i].ammo = b.guns[i].recordedAmmo
@@ -809,21 +809,21 @@ const b = {
effect() {
b.isModFlechetteMultiShot = true;
//cut current ammo by 1/3
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "fléchettes") b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 3);
}
//cut ammo packs by 1/3
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "fléchettes") b.guns[i].ammoPack = Math.ceil(b.guns[i].defaultAmmoPack / 3);
}
game.updateGunHUD();
},
remove() {
b.isModFlechetteMultiShot = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "fléchettes") b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 3);
}
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "fléchettes") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
}
game.updateGunHUD();
@@ -889,12 +889,12 @@ const b = {
},
requires: "flak",
effect() {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * (2 + this.count);
}
},
remove() {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
}
}
@@ -2320,7 +2320,7 @@ const b = {
const END = Math.floor(mech.crouch ? 30 : 18);
const side1 = 17 * b.modBulletSize
const side2 = 4 * b.modBulletSize
const totalBullets = 5
const totalBullets = 6
const angleStep = (mech.crouch ? 0.06 : 0.25) / totalBullets
let dir = mech.angle - angleStep * totalBullets / 2;
@@ -2337,7 +2337,7 @@ const b = {
bullet[me].endCycle = 2 * i + game.cycle + END
bullet[me].restitution = 0;
bullet[me].friction = 1;
bullet[me].explodeRad = (mech.crouch ? 95 : 70) + (Math.random() - 0.5) * 50;
bullet[me].explodeRad = (mech.crouch ? 95 : 75) + (Math.random() - 0.5) * 50;
bullet[me].onEnd = function () {
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
}