For Hotshot and above made homing missiles turn to player a bit less agressive which is hardly noticable but slightly increases the chance to shake off a projective even if dodged without perfect timing. This makes possible to survive in case a player/bot shoots several homing projectiles in spread fashion

This commit is contained in:
zicodxx 2011-06-23 09:50:14 +02:00
parent e26a5bb354
commit a605c03076
2 changed files with 2 additions and 1 deletions

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@ -3,6 +3,7 @@ D1X-Rebirth Changelog
20110623
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main/hud.c: PlayerCfg.MultiMessages was supposed to only show messages of class HM_MULTI but turned out to only block HM_REDUNDANT, too. Fixed this copy/paste error of mine
main/laser.c: For Hotshot and above made homing missiles turn to player a bit less agressive which is hardly noticable but slightly increases the chance to shake off a projective even if dodged without perfect timing. This makes possible to survive in case a player/bot shoots several homing projectiles in spread fashion
20110620
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@ -962,7 +962,7 @@ void Laser_TurnSpeedLimit(vms_vector* vec_forward, vms_vector* vec_to_target, fi
* For each difficulty setting we have a base value the homers will align to. This we express in a FPS value representing the homers turn radius of the original game (i.e. "The homer will turn like on XXFPS").
* NOTE: Old homers only get valid track_goal every 8 frames. This does not apply anymore so these values are divided by 4 to compensate this.
*/
fix homing_turn_base[NDL] = { 5, 6, 9, 10, 11 };
fix homing_turn_base[NDL] = { 5, 6, 8, 9, 10 };
#endif
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