Reduce whip charge time

This commit is contained in:
AJ Martinez 2023-10-13 22:49:06 -07:00
parent 2320d46de1
commit 4928fec622
2 changed files with 4 additions and 2 deletions

View file

@ -30,7 +30,7 @@ Make sure this matches the actual number of states
#define SHRINK_PHYSICS_SCALE (3*FRACUNIT/4)
#define INSTAWHIP_DURATION (12)
#define INSTAWHIP_CHARGETIME (5*TICRATE/4)
#define INSTAWHIP_CHARGETIME (3*TICRATE/4)
#define INSTAWHIP_DROPGUARD (12)
#define INSTAWHIP_RINGDRAINEVERY (TICRATE/2)
#define INSTAWHIP_HOLD_DELAY (TICRATE*2)

View file

@ -50,7 +50,9 @@ void Obj_SpawnInstaWhipRecharge(player_t *player, angle_t angleOffset)
{
mobj_t *x = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_INSTAWHIP_RECHARGE);
x->tics = max(INSTAWHIP_CHARGETIME - player->instaWhipCharge - states[x->info->raisestate].tics, 0);
// This was previously used to delay the visual, back when this was VFX for a cooldown
// instead of VFX for a charge. We want to instantly bail out of that state now.
x->tics = 1;
x->renderflags |= RF_SLOPESPLAT | RF_NOSPLATBILLBOARD;
P_SetTarget(&recharge_target(x), player->mo);