fp: Double heart health, Add trauma multiplier to heart
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@ -2422,7 +2422,7 @@ static void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *ren
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// NOTE: The heart shake is trauma^3 to emphasise the severity of losing heart health
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// NOTE: The heart shake is trauma^3 to emphasise the severity of losing heart health
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FP_GameEntity *heart = FP_Game_GetEntity(game, game->play.heart);
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FP_GameEntity *heart = FP_Game_GetEntity(game, game->play.heart);
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trauma01 = DQN_MAX(trauma01, DQN_SQUARED(heart->trauma01) * heart->trauma01);
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trauma01 = DQN_MAX(trauma01, DQN_SQUARED(heart->trauma01) * heart->trauma01*5);
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trauma01 = DQN_MAX(trauma01, DQN_SQUARED(game->play.global_camera_trauma01));
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trauma01 = DQN_MAX(trauma01, DQN_SQUARED(game->play.global_camera_trauma01));
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// NOTE: Calculate camera position based on camera shake
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// NOTE: Calculate camera position based on camera shake
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@ -380,7 +380,7 @@ static FP_GameEntityHandle FP_Entity_CreateHeart(FP_Game *game, Dqn_V2 pos, DQN_
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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entity->flags |= FP_GameEntityFlag_Attackable;
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entity->flags |= FP_GameEntityFlag_Attackable;
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entity->flags |= FP_GameEntityFlag_RecoversHP;
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entity->flags |= FP_GameEntityFlag_RecoversHP;
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entity->hp_cap = FP_DEFAULT_DAMAGE * 16;
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entity->hp_cap = FP_DEFAULT_DAMAGE * 32;
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entity->hp = entity->hp_cap;
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entity->hp = entity->hp_cap;
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entity->faction = FP_GameEntityFaction_Friendly;
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entity->faction = FP_GameEntityFaction_Friendly;
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entity->hp_recover_every_n_ticks *= 4;
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entity->hp_recover_every_n_ticks *= 4;
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