Better heal FX / Lower wall priority

This commit is contained in:
Anuken
2022-04-11 14:01:00 -04:00
parent 12eddd131b
commit ea9e5ae632
11 changed files with 17 additions and 9 deletions
@@ -265,7 +265,7 @@ public class BulletType extends Content implements Cloneable{
}
if(heals() && build.team == b.team && !(build.block instanceof ConstructBlock)){
healEffect.at(build.x, build.y, build.block.size, healColor);
healEffect.at(build.x, build.y, 0f, healColor, build.block);
build.heal(healPercent / 100f * build.maxHealth + healAmount);
}else if(build.team != b.team && direct){
hit(b);
@@ -337,7 +337,7 @@ public class BulletType extends Content implements Cloneable{
if(heals()){
indexer.eachBlock(b.team, x, y, splashDamageRadius, Building::damaged, other -> {
healEffect.at(other.x, other.y, other.block.size, healColor);
healEffect.at(other.x, other.y, 0f, healColor, other.block);
other.heal(healPercent / 100f * other.maxHealth() + healAmount);
});
}
@@ -28,7 +28,7 @@ public class EmpBulletType extends BasicBulletType{
if(other.block.hasPower && other.damaged()){
other.heal(healPercent / 100f * other.maxHealth() + healAmount);
Fx.healBlockFull.at(other.x, other.y, other.block.size, hitColor);
Fx.healBlockFull.at(other.x, other.y, other.block.size, hitColor, other.block);
applyEffect.at(other, other.block.size * 7f);
}
}else if(other.power != null){