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Merge pull request Regalis11#86 from ENDSHN/dev
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Some little fixes (details in the commits)
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Regalis11 authored Jun 5, 2017
2 parents 6702c91 + b6854f4 commit 48cae53
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Showing 3 changed files with 18 additions and 4 deletions.
3 changes: 2 additions & 1 deletion Changelog.txt
Original file line number Diff line number Diff line change
Expand Up @@ -28,9 +28,10 @@ Bug fixes:
- SCP-173's collision radius has been decreased.
- Fixed a crash that occured when opening your inventory.
- The fog doesn't turn white anymore if you go to the pocket dimension by leaving SCP-1499.
- Fixed items,npcs and the player not falling through the floor anymore if the room is not rendered.
- Fixed items,npcs and the player falling through the floor if the room is not rendered.
- Fixed the item dropspeed increasing each time an item has been picked up.
- Another attempt of fixing room overlapping issues.
- Fixed Ulgrin's path during the breach event.

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Binary file modified GFX/npcs/guard.b3d
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19 changes: 16 additions & 3 deletions UpdateEvents.bb
Original file line number Diff line number Diff line change
Expand Up @@ -92,7 +92,8 @@ Function UpdateEvents()
If e\room\NPC[2] = Null Then
e\room\NPC[2] = CreateNPC(NPCtypeGuard, 0,0,0)
EndIf
PositionEntity e\room\NPC[2]\Collider, e\room\x-240*RoomScale, 0.5, e\room\z+528*RoomScale, True
;x-240
PositionEntity e\room\NPC[2]\Collider, e\room\x, 0.5, e\room\z+528*RoomScale, True
ResetEntity e\room\NPC[2]\Collider
e\room\NPC[2]\State = 7
PointEntity e\room\NPC[2]\Collider,e\room\NPC[1]\Collider
Expand Down Expand Up @@ -173,7 +174,8 @@ Function UpdateEvents()
MoveEntity e\room\NPC[2]\Collider, 0,0,e\room\NPC[2]\CurrSpeed*FPSfactor
e\room\NPC[2]\State = 8

If EntityZ(e\room\NPC[2]\Collider) < e\room\z-512*RoomScale Then
;z-512
If EntityZ(e\room\NPC[2]\Collider) < e\room\z Then
PointEntity(e\room\NPC[2]\obj, e\room\NPC[1]\Collider)
RotateEntity e\room\NPC[2]\Collider, 0, CurveAngle(EntityYaw(e\room\NPC[2]\obj)-180,EntityYaw(e\room\NPC[2]\Collider),15.0), 0
Else
Expand Down Expand Up @@ -541,6 +543,17 @@ Function UpdateEvents()
;e\room\NPC[3]\EnemyX = EntityX(Collider)
;e\room\NPC[3]\EnemyY = EntityY(Collider)
;e\room\NPC[3]\EnemyZ = EntityZ(Collider)

If e\room\NPC[5]\State <> 11
If EntityDistance(e\room\NPC[3]\Collider,e\room\NPC[5]\Collider)>5.0 And EntityDistance(e\room\NPC[4]\Collider,e\room\NPC[5]\Collider)
If EntityDistance(e\room\NPC[5]\Collider,Collider)<3.5
e\room\NPC[5]\State = 11
e\room\NPC[5]\State3 = 1
e\room\NPC[5]\SoundChn2 = PlaySound2(e\room\NPC[5]\Sound2,Camera,e\room\NPC[5]\Collider)
e\room\NPC[5]\Reload = 70*3
EndIf
EndIf
EndIf
ElseIf e\EventState3 < 900
e\room\NPC[4]\Angle = 0

Expand Down Expand Up @@ -683,7 +696,7 @@ Function UpdateEvents()
EndIf
EndIf
If e\room\NPC[5]\State <> 11
If EntityDistance(e\room\NPC[3]\Collider,e\room\NPC[5]\Collider)>5.0
If EntityDistance(e\room\NPC[3]\Collider,e\room\NPC[5]\Collider)>5.0 And EntityDistance(e\room\NPC[4]\Collider,e\room\NPC[5]\Collider)
If EntityDistance(e\room\NPC[5]\Collider,Collider)<3.5
e\room\NPC[5]\State = 11
e\room\NPC[5]\State3 = 1
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