removes the use of "this" testing mode switch reworked
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@@ -854,7 +854,7 @@ const b = {
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const me = bullet.length;
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bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(dir), mech.pos.y + 40 * Math.sin(dir), 32 * size * b.modBulletSize, 0.8 * size * b.modBulletSize, b.fireAttributes(dir));
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bullet[me].endCycle = game.cycle + Math.floor(180 * b.isModBulletsLastLonger);
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bullet[me].dmg = 0.15 * size + b.modExtraDmg;
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bullet[me].dmg = 0.13 * size + b.modExtraDmg;
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bullet[me].do = function () {
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this.force.y += this.mass * 0.0002; //low gravity
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};
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@@ -867,11 +867,11 @@ const b = {
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if (mech.crouch) {
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for (let i = 0; i < 3; i++) {
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spawnFlechette(mech.angle + 0.02 * (Math.random() - 0.5), 35 + 4 * i, 1.55)
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spawnFlechette(mech.angle + 0.02 * (Math.random() - 0.5), 50 + 4 * i, 1.55)
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}
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} else {
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for (let i = 0; i < 9; i++) {
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spawnFlechette(mech.angle + 0.12 * (Math.random() - 0.5), 30 + 8 * Math.random())
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for (let i = 0; i < 8; i++) {
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spawnFlechette(mech.angle + 0.12 * (Math.random() - 0.5), 43 + 8 * Math.random())
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}
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}
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}
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@@ -1972,7 +1972,7 @@ const b = {
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if (!this.target && who.alive && who.dropPowerUp) {
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this.target = who;
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this.collisionFilter.category = cat.body;
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this.collisionFilter.mask = cat.player
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this.collisionFilter.mask = null;
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let bestVertexDistance = Infinity
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let bestVertex = null
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