Skip to content

Commit

Permalink
Removed a debug statement in shot. Put throwables at least back, stro…
Browse files Browse the repository at this point in the history
…ngly, in 'enemy' because the change of pulling all hittables out of there had the side-effect of making all thrown enemies unable to hurt other enemies.
  • Loading branch information
rkettering committed Nov 9, 2015
1 parent c047915 commit bf75c3c
Show file tree
Hide file tree
Showing 2 changed files with 4 additions and 1 deletion.
2 changes: 1 addition & 1 deletion data/object_prototypes/base/shot.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -71,7 +71,7 @@ properties: {

},
on_collide_side: "me.force_death()",
on_collide_level: "[me.force_death(), debug('shot died @ '+cycle)]",
on_collide_level: "me.force_death()",


}
3 changes: 3 additions & 0 deletions data/object_prototypes/base/throwable.cfg
Original file line number Diff line number Diff line change
@@ -1,6 +1,9 @@
{
id: "throwable",
prototype: ["hittable"],

collide_dimensions: ["~player","enemy","~hazard"], //previously, this business of being strongly in 'enemy' was applied to all hittables; we're trying to see if we can back it away a bit and have it just on throwables. 'Enemy' needs to be strong so player-thrown shots can hit enemies (which via hittable are only weakly in 'enemy'). For enemy-originated attacks, 'player' does not need to be strong, because the player object already is, itself.

activation_border: 1000,
properties: {
swallowable: "bool :: true",
Expand Down

0 comments on commit bf75c3c

Please sign in to comment.