From 620a86b007b836aafe0f8454d7b78d6519e09fdd Mon Sep 17 00:00:00 2001 From: staphen Date: Thu, 2 Feb 2023 19:14:33 -0500 Subject: [PATCH] Change default monster missile damage to zero --- Source/monster.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/Source/monster.cpp b/Source/monster.cpp index c5a1593ff..e6e05259d 100644 --- a/Source/monster.cpp +++ b/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();