From a605c030767c2b15628d2f7326a1d22331a59134 Mon Sep 17 00:00:00 2001 From: zicodxx Date: Thu, 23 Jun 2011 09:50:14 +0200 Subject: [PATCH] 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 --- CHANGELOG.txt | 1 + main/laser.c | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/CHANGELOG.txt b/CHANGELOG.txt index dc814cb63..4f8cbcf09 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -3,6 +3,7 @@ D1X-Rebirth Changelog 20110623 -------- 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 -------- diff --git a/main/laser.c b/main/laser.c index fbafd38a5..58b75d37b 100644 --- a/main/laser.c +++ b/main/laser.c @@ -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 //-------------------------------------------------------------------------------------------