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Perfect Wall FIX

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  • Perfect Wall FIX

    Credits: darkko

    In most of "Perfect Wall" codes, they aren't complete because lacks of BulletType & TextureType data, so, here you go:

    BulletType:
    Code:
    Code:
    switch ( bullettype )
    {
    case 1: damage -= 4; bulletvelocity = 21; distancemax = 800; break;
    case 9: damage -= 2; bulletvelocity = 15; distancemax = 500; break;
    case 10: damage -= 4; bulletvelocity = 45; distancemax = 8000; break;
    case 11: damage -= 2; bulletvelocity = 39; distancemax = 5000; break;
    case 12: damage -= 3; bulletvelocity = 35; distancemax = 4000; break;
    case 13: damage -= 4; bulletvelocity = 30; distancemax = 1000; break;
    case 14: damage -= 4; bulletvelocity = 30; distancemax = 2000; break;
    case 15: damage -= 4; bulletvelocity = 25; distancemax = 800; break;
    default: bulletvelocity = 0; distancemax = 0; break;
    }
    TextureType:
    Code:
    Code:
    switch ( GetTextureType ( &tr, vecSrc, vecEnd ) )
    {
    case 'C'/*CHAR_TEX_CONCRETE*/: bulletvelocity *= 0.25; damagemult = 0.25; break;
    case 'G'/*CHAR_TEX_GRATE*/: bulletvelocity *= 0.50; damagemult = 0.40; break;
    case 'M'/*CHAR_TEX_METAL*/: bulletvelocity *= 0.15; damagemult = 0.20; break;
    case 'P'/*CHAR_TEX_COMPUTER*/: bulletvelocity *= 0.40; damagemult = 0.45; break;
    case 'T'/*CHAR_TEX_TILE*/: bulletvelocity *= 0.65; damagemult = 0.30; break;
    case 'V'/*CHAR_TEX_VENT*/: bulletvelocity *= 0.50; damagemult = 0.45; break;
    case 'W'/*CHAR_TEX_WOOD*/: bulletvelocity *= 1.00; damagemult = 0.60; break;
    default: break;
    }
    Have fun with your Perfect Wall... :P
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