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Skip actor hit during surge and psy_antenna work in godmode
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3 files changed

+9
-1
lines changed

3 files changed

+9
-1
lines changed

gamedata/scripts/level_psy_antenna.script

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Original file line numberDiff line numberDiff line change
@@ -89,6 +89,10 @@ function PsyAntenna:update_postprocess ()
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-- self.pp.params.noise = self.noise_var;
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end
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function PsyAntenna:update_psy_hit (dt)
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if is_god_mode() then
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return
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end
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local d_time = time_global()-self.hit_time;
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if d_time>200 and self.power_factor.a>0.01 then
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self.hit_time = time_global();

gamedata/scripts/sr_psy_antenna.script

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Original file line numberDiff line numberDiff line change
@@ -58,6 +58,10 @@ end
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function PsyAntenna:construct ()
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end
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function PsyAntenna:update_psy_hit(dt)
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if is_god_mode() then
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return
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end
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local hud = get_hud()
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local custom_static = hud:GetCustomStatic("cs_psy_danger")
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if self.hit_intensity > 0.0001 then

gamedata/scripts/surge_manager.script

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -535,7 +535,7 @@ function CSurgeManager:kill_all_unhided()
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local cover = self:get_nearest_cover()
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if(db.actor and db.actor:alive()) then
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if not(cover and db.storage[cover] and db.storage[cover].object:inside(db.actor:position())) then
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if not(cover and db.storage[cover] and db.storage[cover].object:inside(db.actor:position()) or is_god_mode()) then
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if has_alife_info("anabiotic_in_process") then
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local counter_name = "actor_marked_by_zone_cnt"
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local cnt_value = xr_logic.pstor_retrieve(db.actor, counter_name, 0)

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