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MOTD: damage changes
This commit is contained in:
@ -261,7 +261,7 @@
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* Kills on any round
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* Kills on any round
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### Acid Gat
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### Acid Gat
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* Kills on any round
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* Kills on any round in 1-2 bursts
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* Increased player damage from 10 to 25
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* Increased player damage from 10 to 25
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* Vastly improved accuracy
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* Vastly improved accuracy
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* Aiming and Deadshot improve accuracy
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* Aiming and Deadshot improve accuracy
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@ -634,7 +634,7 @@
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* Acid Trap: decreased player damage from 75% of max health to 50% of max health
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* Acid Trap: decreased player damage from 75% of max health to 50% of max health
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* Acid Trap: increased time between player damage from 1 second to 1.5 seconds
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* Acid Trap: increased time between player damage from 1 second to 1.5 seconds
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* Tower Trap: kills on any round in 1 shot
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* Tower Trap: kills on any round in 1 shot
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* Tower Trap (upgraded): kills on any round in 1 shot
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* Tower Trap (upgraded): kills on any round in 1-2 shots
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* Tower Trap (upgraded): stays upgraded until the end of the round
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* Tower Trap (upgraded): stays upgraded until the end of the round
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* Players no longer respawn in the Acid Trap
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* Players no longer respawn in the Acid Trap
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* Zombies spawn in the Docks zone when in the Docks Gates zone
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* Zombies spawn in the Docks zone when in the Docks Gates zone
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@ -823,7 +823,7 @@ actor_damage_override( inflictor, attacker, damage, flags, meansofdeath, weapon,
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}
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}
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}
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}
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if ( isSubStr( weapon, "tower_trap" ) )
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if ( weapon == "tower_trap_zm" )
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{
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{
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if (!is_true(self.is_brutus))
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if (!is_true(self.is_brutus))
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{
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{
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@ -831,6 +831,20 @@ actor_damage_override( inflictor, attacker, damage, flags, meansofdeath, weapon,
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}
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}
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}
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}
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if ( weapon == "tower_trap_upgraded_zm" )
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{
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if (!is_true(self.is_brutus))
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{
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damage_scalar = damage / 200;
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min_damage = int(damage_scalar * level.zombie_health) + 1;
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if (damage < min_damage)
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{
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damage = min_damage;
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}
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}
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}
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if ( !isplayer( attacker ) && !isplayer( self ) )
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if ( !isplayer( attacker ) && !isplayer( self ) )
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{
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{
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return damage;
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return damage;
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@ -902,7 +916,13 @@ actor_damage_override( inflictor, attacker, damage, flags, meansofdeath, weapon,
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{
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{
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if(!is_true(self.is_brutus))
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if(!is_true(self.is_brutus))
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{
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{
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final_damage = level.zombie_health;
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damage_scalar = final_damage / 3000;
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min_damage = int(damage_scalar * level.zombie_health) + 1;
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if(final_damage < min_damage)
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{
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final_damage = min_damage;
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}
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}
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}
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}
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}
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