foam damage mod
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@@ -202,9 +202,7 @@ function collisionChecks(event) {
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}
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//mob + bullet collisions
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if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
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// const dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)));
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let dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
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// console.log(dmg)
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if (mod.isCrit && !mob[k].seePlayer.recall && !mob[k].shield) dmg *= 5
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mob[k].foundPlayer();
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mob[k].damage(dmg);
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@@ -223,7 +221,6 @@ function collisionChecks(event) {
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const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
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if (v > 9) {
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let dmg = 0.06 * b.dmgScale * v * obj.mass * mod.throwChargeRate;
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if (mod.isCrit && !mob[k].seePlayer.recall && !mob[k].shield) dmg *= 5
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if (mob[k].isShielded) dmg *= 0.35
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mob[k].damage(dmg, true);
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if (mob[k].distanceToPlayer2() < 1000000) mob[k].foundPlayer();
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