Explosion damage tweaks

This commit is contained in:
Anuken
2021-03-31 13:28:08 -04:00
parent e85e43c162
commit d66d7e09e3

View File

@@ -48,12 +48,12 @@ public class Damage{
} }
} }
int waves = Mathf.clamp((int)(explosiveness / 4), 0, 30); int waves = explosiveness <= 2 ? 0 : Mathf.clamp((int)(explosiveness / 11), 1, 25);
for(int i = 0; i < waves; i++){ for(int i = 0; i < waves; i++){
int f = i; int f = i;
Time.run(i * 2f, () -> { Time.run(i * 2f, () -> {
Damage.damage(ignoreTeam, x, y, Mathf.clamp(radius + explosiveness, 0, 50f) * ((f + 1f) / waves), explosiveness / 2f, false); damage(ignoreTeam, x, y, Mathf.clamp(radius + explosiveness, 0, 50f) * ((f + 1f) / waves), explosiveness / 2f, false);
Fx.blockExplosionSmoke.at(x + Mathf.range(radius), y + Mathf.range(radius)); Fx.blockExplosionSmoke.at(x + Mathf.range(radius), y + Mathf.range(radius));
}); });
} }