Randomize debris for fighters. Added Rebel AI thresholds.

This commit is contained in:
Steve 2015-12-13 17:56:16 +00:00
parent 8e1fdf559a
commit 2012f87b39
1 changed files with 8 additions and 4 deletions

View File

@ -52,7 +52,7 @@ Entity *spawnFighter(char *name, int x, int y, int side)
switch (side)
{
case SIDE_ALLIES:
f->aiAggression = rand() % 3;
f->aiAggression = 2 + rand() % 2;
if (!(f->aiFlags & AIF_FOLLOWS_PLAYER))
{
f->aiFlags |= AIF_MOVES_TO_PLAYER;
@ -66,6 +66,10 @@ Entity *spawnFighter(char *name, int x, int y, int side)
case SIDE_PANDORAN:
f->aiAggression = 3 + rand() % 2;
break;
case SIDE_REBEL:
f->aiAggression = 1 + rand() % 3;
break;
}
if (strcmp(name, "ATAF") == 0)
@ -469,7 +473,7 @@ static void immediateDie(void)
self->alive = ALIVE_DEAD;
addSmallExplosion();
playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
addDebris(self->x, self->y, 8);
addDebris(self->x, self->y, rand() % 5);
}
static void spinDie(void)
@ -492,7 +496,7 @@ static void spinDie(void)
self->alive = ALIVE_DEAD;
addSmallExplosion();
playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
addDebris(self->x, self->y, 8);
addDebris(self->x, self->y, rand() % 5);
}
}
@ -514,7 +518,7 @@ static void straightDie(void)
self->alive = ALIVE_DEAD;
addSmallExplosion();
playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
addDebris(self->x, self->y, 8);
addDebris(self->x, self->y, rand() % 5);
}
}