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Change default monster missile damage to zero

pull/5681/head
staphen 3 years ago committed by Anders Jenbo
parent
commit
620a86b007
  1. 6
      Source/monster.cpp

6
Source/monster.cpp

@ -1905,9 +1905,9 @@ void AiRanged(Monster &monster)
if (LineClearMissile(monster.position.tile, monster.enemyPosition)) {
MissileID missileType = GetMissileType(monster.ai);
if (monster.ai == MonsterAIID::AcidUnique)
StartRangedSpecialAttack(monster, missileType, 4);
StartRangedSpecialAttack(monster, missileType, 0);
else
StartRangedAttack(monster, missileType, 4);
StartRangedAttack(monster, missileType, 0);
} else {
monster.checkStandAnimationIsLoaded(md);
}
@ -1931,7 +1931,7 @@ void AiRangedAvoidance(Monster &monster)
if (IsAnyOf(monster.ai, MonsterAIID::Magma, MonsterAIID::Storm, MonsterAIID::BoneDemon) && monster.activeForTicks < UINT8_MAX)
MonstCheckDoors(monster);
int lessmissiles = (monster.ai == MonsterAIID::Acid) ? 1 : 0;
int dam = (monster.ai == MonsterAIID::Diablo) ? 40 : 4;
int dam = (monster.ai == MonsterAIID::Diablo) ? 40 : 0;
MissileID missileType = GetMissileType(monster.ai);
int v = GenerateRnd(10000);
unsigned distanceToEnemy = monster.distanceToEnemy();

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