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https://github.com/ptitSeb/Serious-Engine
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A closing bracket seemed missplaced
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parent
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14
Sources/EntitiesMP/Devil.es
Normal file → Executable file
14
Sources/EntitiesMP/Devil.es
Normal file → Executable file
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@ -1568,7 +1568,7 @@ procedures:
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}
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}
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InflictHoofDamage( DEVIL_HIT_HOOF_OFFSET);
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InflictHoofDamage( DEVIL_HIT_HOOF_OFFSET);
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autowait(GetModelObject()->GetAnimLength(DEVIL_ANIM_ATTACKCLOSE-1.4f)-_pTimer->TickQuantum);
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autowait(GetModelObject()->GetAnimLength(DEVIL_ANIM_ATTACKCLOSE)-1.4f-_pTimer->TickQuantum); // misplaced ) here ???
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return EReturn();
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return EReturn();
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};
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};
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@ -1599,7 +1599,7 @@ procedures:
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case DAP_PLAYER_HUNT:
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case DAP_PLAYER_HUNT:
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if( _pTimer->CurrentTick()-m_tmLastAngry > 10.0f)
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if( _pTimer->CurrentTick()-m_tmLastAngry > 10.0f)
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{
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{
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m_fAttackFireTime = 7.5+FRnd()*5;
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m_fAttackFireTime = 7.5f+FRnd()*5.0f;
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m_tmLastAngry = _pTimer->CurrentTick();
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m_tmLastAngry = _pTimer->CurrentTick();
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SelectRandomAnger();
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SelectRandomAnger();
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jump Angry();
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jump Angry();
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@ -1715,7 +1715,7 @@ procedures:
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FLOAT3D vShooting = GetPlacement().pl_PositionVector;
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FLOAT3D vShooting = GetPlacement().pl_PositionVector;
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FLOAT3D vTarget = m_penEnemy->GetPlacement().pl_PositionVector;
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FLOAT3D vTarget = m_penEnemy->GetPlacement().pl_PositionVector;
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FLOAT fDistanceFactor = 1.0f-ClampUp( (vShooting-vTarget).Length()/250.0f, 1.0f);
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FLOAT fDistanceFactor = 1.0f-ClampUp( (vShooting-vTarget).Length()/250.0f, 1.0f);
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fWantedPitch = 20-fDistanceFactor*50.0f;
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fWantedPitch = 20.0f-fDistanceFactor*50.0f;
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}
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}
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CAttachmentModelObject &amo = *GetModelObject()->GetAttachmentModel(m_iAttID);
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CAttachmentModelObject &amo = *GetModelObject()->GetAttachmentModel(m_iAttID);
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@ -2028,7 +2028,7 @@ procedures:
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autowait( m_tmLastPause);
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autowait( m_tmLastPause);
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// fire one guided projectile
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// fire one guided projectile
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ShootProjectile(PRT_DEVIL_GUIDED_PROJECTILE, MAGIC_PROJECTILE_EXIT,
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ShootProjectile(PRT_DEVIL_GUIDED_PROJECTILE, MAGIC_PROJECTILE_EXIT,
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ANGLE3D( AngleDeg(10.0f*Cos(m_iFiredProjectiles*360.0/6.0f)), -AngleDeg(20.0f*Sin(m_iFiredProjectiles*180.0/6.0f)), 0));
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ANGLE3D( AngleDeg(10.0f*Cos(m_iFiredProjectiles*360.0f/6.0f)), -AngleDeg(20.0f*Sin(m_iFiredProjectiles*180.0f/6.0f)), 0));
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PlayWeaponSound( SOUND_ATTACK_BREATH_FIRE);
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PlayWeaponSound( SOUND_ATTACK_BREATH_FIRE);
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autowait(0.8f-m_tmLastPause);
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autowait(0.8f-m_tmLastPause);
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@ -2244,9 +2244,9 @@ procedures:
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SetHealth(5000);
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SetHealth(5000);
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}
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}
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m_fMaxHealth = BOSS_HEALTH;
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m_fMaxHealth = BOSS_HEALTH;
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m_fBlowUpAmount = 1e6;
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m_fBlowUpAmount = 1e6f;
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m_fBodyParts = 6;
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m_fBodyParts = 6.0f;
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m_fDamageWounded = 1e9;
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m_fDamageWounded = 1e9f;
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en_fDensity = 2500.0f;
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en_fDensity = 2500.0f;
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m_bHasUpperWeapons = FALSE;
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m_bHasUpperWeapons = FALSE;
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m_bRenderElectricity = FALSE;
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m_bRenderElectricity = FALSE;
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