ref: 0e7a700ee20fb281ef6e8b41bae3375d044f78da
parent: 47f1202b435ae84d69a402bfbefc3d4596903f57
author: LTCHIPS <ltchips994@gmail.com>
date: Mon Mar 12 12:20:10 EDT 2018
restored old randomized weapons settings, with bat included
--- a/rott/rt_actor.c
+++ b/rott/rt_actor.c
@@ -1635,11 +1635,6 @@
}
#endif
- else
- {
- ob->temp3 = stat_bazooka;
- ob->temp2 = 3;
- }
}
extern boolean allowBlitzMoreMissileWeps;
@@ -1648,8 +1643,8 @@
void ConsiderOutfittingBlitzguard(objtype *ob)
{
//WILEYBLITZCHANCE is defined to be 20
- if //((GameRandomNumber("wiley blitzguard",0) < WILEYBLITZCHANCE) &&
- ((gamestate.difficulty >= gd_medium)
+ if ((GameRandomNumber("wiley blitzguard",0) < WILEYBLITZCHANCE) &&
+ (gamestate.difficulty >= gd_medium)
)
{
if (allowBlitzMoreMissileWeps)
@@ -1658,13 +1653,13 @@
}
else
{
- ob->temp3 = stat_bat;
+ ob->temp3 = stat_bazooka;
ob->temp2 = 3;
}
}
}
-void A_BatAttack(objtype*ob, objtype*target)
+void BlitzBatAttack(objtype*ob, objtype*target)
{
objtype *temp,*temp2;
//objtype *grenadetarget;
@@ -1691,7 +1686,7 @@
return;
SD_PlaySoundRTP(SD_EXCALISWINGSND,ob->x,ob->y);
- magangle = abs(ob->angle - AngleBetween(ob,target));
+ //magangle = abs(ob->angle - AngleBetween(ob,target));
//if (magangle > VANG180)
//magangle = ANGLES - magangle;
@@ -12195,7 +12190,7 @@
{
//is the target close enough for me to hit with my bat?
if ((abs(dx) <= 0x10000) && (abs(dy) <= 0x10000) && (abs(dz) <= 20))
- A_BatAttack(ob, target);
+ BlitzBatAttack(ob, target);
else
//resort to pistol to damage target
goto pistol;