From 253df3ec464bc900ee95bd59f3d7d903c534a5f7 Mon Sep 17 00:00:00 2001 From: ptitSeb Date: Thu, 7 Apr 2016 12:07:12 +0200 Subject: [PATCH] A closing bracket seemed missplaced --- Sources/EntitiesMP/Devil.es | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) mode change 100644 => 100755 Sources/EntitiesMP/Devil.es diff --git a/Sources/EntitiesMP/Devil.es b/Sources/EntitiesMP/Devil.es old mode 100644 new mode 100755 index 05825e7..f0ed658 --- a/Sources/EntitiesMP/Devil.es +++ b/Sources/EntitiesMP/Devil.es @@ -1568,7 +1568,7 @@ procedures: } InflictHoofDamage( DEVIL_HIT_HOOF_OFFSET); - autowait(GetModelObject()->GetAnimLength(DEVIL_ANIM_ATTACKCLOSE-1.4f)-_pTimer->TickQuantum); + autowait(GetModelObject()->GetAnimLength(DEVIL_ANIM_ATTACKCLOSE)-1.4f-_pTimer->TickQuantum); // misplaced ) here ??? return EReturn(); }; @@ -1599,7 +1599,7 @@ procedures: case DAP_PLAYER_HUNT: if( _pTimer->CurrentTick()-m_tmLastAngry > 10.0f) { - m_fAttackFireTime = 7.5+FRnd()*5; + m_fAttackFireTime = 7.5f+FRnd()*5.0f; m_tmLastAngry = _pTimer->CurrentTick(); SelectRandomAnger(); jump Angry(); @@ -1715,7 +1715,7 @@ procedures: FLOAT3D vShooting = GetPlacement().pl_PositionVector; FLOAT3D vTarget = m_penEnemy->GetPlacement().pl_PositionVector; FLOAT fDistanceFactor = 1.0f-ClampUp( (vShooting-vTarget).Length()/250.0f, 1.0f); - fWantedPitch = 20-fDistanceFactor*50.0f; + fWantedPitch = 20.0f-fDistanceFactor*50.0f; } CAttachmentModelObject &amo = *GetModelObject()->GetAttachmentModel(m_iAttID); @@ -2028,7 +2028,7 @@ procedures: autowait( m_tmLastPause); // fire one guided projectile ShootProjectile(PRT_DEVIL_GUIDED_PROJECTILE, MAGIC_PROJECTILE_EXIT, - ANGLE3D( AngleDeg(10.0f*Cos(m_iFiredProjectiles*360.0/6.0f)), -AngleDeg(20.0f*Sin(m_iFiredProjectiles*180.0/6.0f)), 0)); + ANGLE3D( AngleDeg(10.0f*Cos(m_iFiredProjectiles*360.0f/6.0f)), -AngleDeg(20.0f*Sin(m_iFiredProjectiles*180.0f/6.0f)), 0)); PlayWeaponSound( SOUND_ATTACK_BREATH_FIRE); autowait(0.8f-m_tmLastPause); @@ -2244,9 +2244,9 @@ procedures: SetHealth(5000); } m_fMaxHealth = BOSS_HEALTH; - m_fBlowUpAmount = 1e6; - m_fBodyParts = 6; - m_fDamageWounded = 1e9; + m_fBlowUpAmount = 1e6f; + m_fBodyParts = 6.0f; + m_fDamageWounded = 1e9f; en_fDensity = 2500.0f; m_bHasUpperWeapons = FALSE; m_bRenderElectricity = FALSE;