Instawhip: Bump up attacker hitlag

This commit is contained in:
AJ Martinez 2023-05-17 14:06:37 -07:00
parent e189725fc3
commit d68de3a0e5

View file

@ -789,6 +789,9 @@ boolean K_BubbleShieldCollide(mobj_t *t1, mobj_t *t2)
boolean K_InstaWhipCollide(mobj_t *t1, mobj_t *t2)
{
const int defenderHitlag = 10;
const int attackerHitlag = 4;
if (t2->player)
{
if (t2 != t1->target && !P_PlayerInPain(t2->player) && t2->player->flashing == 0)
@ -796,8 +799,8 @@ boolean K_InstaWhipCollide(mobj_t *t1, mobj_t *t2)
P_PlayRinglossSound(t2);
P_PlayerRingBurst(t2->player, 5);
P_DamageMobj(t2, t1, t1, 1, DMG_STUMBLE);
K_AddHitLag(t2, 10, true);
K_AddHitLag(t1->target, 2, false);
K_AddHitLag(t2, defenderHitlag, true);
K_AddHitLag(t1->target, attackerHitlag, false);
t1->hitlag = t1->target->hitlag;
return true;
}
@ -812,7 +815,7 @@ boolean K_InstaWhipCollide(mobj_t *t1, mobj_t *t2)
|| t2->type == MT_MONITOR)
{
P_DamageMobj(t2, t1, t1, 1, DMG_NORMAL);
K_AddHitLag(t1->target, 2, false);
K_AddHitLag(t1->target, attackerHitlag, false);
t1->hitlag = t1->target->hitlag;
}
return false;