Remove extraneous log lines. Restore original cannon cycle. Release Build 11972.

master
sigonasr2 2 weeks ago
parent 0d15ad2fa7
commit c3261bb301
  1. 4
      Adventures in Lestoria/AdventuresInLestoria.cpp
  2. 1
      Adventures in Lestoria/Player.cpp
  3. 2
      Adventures in Lestoria/Version.h
  4. 2
      Adventures in Lestoria/assets/config/MonsterStrategies.txt
  5. BIN
      x64/Release/Adventures in Lestoria.exe

@ -927,11 +927,9 @@ void AiL::ProximityKnockback(const vf2d pos,const float radius,const float knock
}
}
if(CheckForPlayerCollisions){
LOG(std::format("Checking for player collision: {} {} {} {}",pos.str(),radius,GetPlayer()->GetPos().str(),12*GetPlayer()->GetSizeMult()));
if(geom2d::overlaps(geom2d::circle(pos,radius),geom2d::circle(GetPlayer()->GetPos(),12*GetPlayer()->GetSizeMult()))){
LOG("Player collision succeeded.");
GetPlayer()->ProximityKnockback(pos,knockbackAmt);
}else LOG("Player collision failed.");
}
}
}

@ -683,7 +683,6 @@ void Player::Update(float fElapsedTime){
float newX=pos.x+totalVel.x*fElapsedTime;
float newY=pos.y+totalVel.y*fElapsedTime;
MoveFlag::MoveFlag flag{MoveFlag::NONE};
LOG(std::format("Vel is currently: {}",totalVel.str()));
if(vel==vf2d{})flag=MoveFlag::PREVENT_CAST_CANCELLING; //This means added velocity is the only thing affecting movement, we don't stop casting for additional velocity actors.
SetX(newX,flag);
SetY(newY,flag);

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 3
#define VERSION_PATCH 0
#define VERSION_BUILD 11970
#define VERSION_BUILD 11972
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -1302,7 +1302,7 @@ MonsterStrategy
{
# 0 = Normal Cannon Shot, 1 = Silence, 2 = Shrapnel Shot
# Repeats at end of cycle.
Cannon Cycle = 0
Cannon Cycle = 0,0,0,0,0,0,0,0,1,2,1
Cannon Shot Delay = 0.4s
Cannon Shot Impact Time = 2.5s

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