timing and damage tuning around: standard, reinforced, max; plasma grenades, dragon

This commit is contained in:
FateJH 2020-08-04 23:08:57 -04:00
parent d149e07e89
commit 97e64d5edc
16 changed files with 500 additions and 136 deletions

View file

@ -378,6 +378,7 @@ class PlayerControlDamageTest extends ActorTest {
val projectile = tool.Projectile
val playerSource = SourceEntry(player2)
val resolved = ResolvedProjectile(
ProjectileResolution.Hit,
Projectile(
projectile,
tool.Definition,
@ -477,6 +478,7 @@ class PlayerControlDeathStandingTest extends ActorTest {
val projectile = tool.Projectile
val player1Source = SourceEntry(player1)
val resolved = ResolvedProjectile(
ProjectileResolution.Hit,
Projectile(projectile, tool.Definition, tool.FireMode, player1Source, 0, Vector3(2, 0, 0), Vector3(-1, 0, 0)),
SourceEntry(player2),
player2.DamageModel,
@ -605,6 +607,7 @@ class PlayerControlDeathSeatedTest extends ActorTest {
val projectile = tool.Projectile
val player1Source = SourceEntry(player1)
val resolved = ResolvedProjectile(
ProjectileResolution.Hit,
Projectile(projectile, tool.Definition, tool.FireMode, player1Source, 0, Vector3(2, 0, 0), Vector3(-1, 0, 0)),
SourceEntry(player2),
player2.DamageModel,