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Winter's Howl changes
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Winter's Howl: shatter now kills all nearby zombies

Winter's Howl: slowed down zombies no longer bleed out after 30 seconds
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Jbleezy committed Sep 14, 2018
1 parent 3abe4d1 commit 2c7f8cd
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Showing 3 changed files with 4 additions and 4 deletions.
2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -413,8 +413,8 @@
* Each shot slows down the enemy's move speed
* Kills enemies when they are at their slowest move speed (3 shots to kill sprinting enemies)
* Enemies will only be able to do slow hits after taking damage from the Winter's Howl
* Enemies that have been damaged by the Winter's Howl will bleed out after 30 seconds (does not count as a kill)
* Enemies that die from the Winter's Howl will now shatter immediately
* Shatter effect kills all nearby zombies
* Upgraded: camo now displays on more of the weapon
* Increased move speed from 100% to 105%
* Increased move speed while aiming from 100% to 105%
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2 changes: 1 addition & 1 deletion maps/_zombiemode.gsc
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Expand Up @@ -4975,7 +4975,7 @@ round_spawn_failsafe()
break;
}

if ( DistanceSquared( self.origin, prevorigin ) > 48*48 && self.freezegun_damage == 0)
if ( DistanceSquared( self.origin, prevorigin ) > 48*48)
{
prevorigin = self.origin;
time = GetTime();
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4 changes: 2 additions & 2 deletions maps/_zombiemode_weap_freezegun.gsc
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Expand Up @@ -463,7 +463,7 @@ freezegun_do_shatter( player, weap, shatter_trigger, crumple_trigger )
self freezegun_cleanup_freezegun_triggers( shatter_trigger, crumple_trigger );

upgraded = (weap == "freezegun_upgraded_zm");
self radiusDamage( self.origin, freezegun_get_shatter_range( upgraded ), freezegun_get_shatter_inner_damage( upgraded ), freezegun_get_shatter_outer_damage( upgraded ), player, "MOD_EXPLOSIVE", weap );
self RadiusDamage( self.origin, freezegun_get_shatter_range( upgraded ), level.zombie_health + 1000, level.zombie_health + 1000, player, "MOD_EXPLOSIVE", weap );

if ( is_mature() )
{
Expand Down Expand Up @@ -663,4 +663,4 @@ enemy_percent_damaged_by_freezegun()
enemy_killed_by_freezegun()
{
return ( IsDefined( self.freezegun_death ) && self.freezegun_death == true );
}
}

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