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Fixed aiming cannons to use modern upside-down semantics.

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commit f5decbac232a2ef155a56c23643416317914a1ec 1 parent 074bd56
@rkettering rkettering authored
Showing with 2 additions and 8 deletions.
  1. +2 −8 data/objects/enemies/milgram-hazards/aiming_cannon.cfg
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10 data/objects/enemies/milgram-hazards/aiming_cannon.cfg
@@ -4,7 +4,6 @@ has_feet: false,
vars: {
load: 0,
},
-on_create: "[set(upside_down, is_upside_down)]",
on_shoot_horz: "[
spawn('cannon.missile', midpoint_x + facing*20, img_mid_y, facing,
[set(velocity_x, 800*facing)]),
@@ -13,7 +12,7 @@ on_shoot_diag: "[
spawn('cannon.missile', midpoint_x + facing*20, img_mid_y + 20*up, facing,
[set(velocity_x, 500*facing),
set(velocity_y, 500*up),
- set(rotate, facing*45*up),set(upside_down, is_upside_down)]),
+ set(rotate, facing*45*up),set(upside_down, upside_down)]),
spawn('explosion_spark', midpoint_x + facing*30, img_mid_y+40*up, facing)]",
on_shoot_vert: "[spawn('cannon.missile', midpoint_x, img_mid_y + 20*up, facing,
[set(velocity_y, 800*up), set(rotate, -90*up)]),
@@ -40,7 +39,7 @@ on_end_anim: "switch(animation,
set_var('load', vars.load + 1))]
)
where preferred_aim =
- if( if(is_upside_down, level.player.y < y2, level.player.y2 > y),
+ if( if(upside_down > 0, level.player.y < y2, level.player.y2 > y),
if(level.player.x < x, 0, 4),
if(level.player.x2 > x and level.player.x < x2, 2,
if(level.player.x < x, 1, 3))),
@@ -58,11 +57,6 @@ editor_info: {
min_value: 1,
max_value: 10
},
- {
- name: "is_upside_down",
- value: 0,
- type: "boolean",
- },
],
},
animation: [
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