Added configs for items and enemies

Critical damage renamed to marked for death and all share the same mechanic now
Revelant now slows down to speed over a fixed short amount instead the nonworking jank before
Moved item/enemy injection to DunGenPlus
This commit is contained in:
LadyAliceMargatroid 2024-12-15 09:23:53 -08:00
parent e38be14578
commit fd731baf2f
33 changed files with 551 additions and 470 deletions

View file

@ -37,14 +37,14 @@ namespace ScarletMansion.GamePatch.Components
// teleporting them out for a second time in life
// won't be easy though kek
var scarletPlayer = ScarletPlayerControllerB.GetScarletPlayerScript(playerControllerB);
if (scarletPlayer != null && !scarletPlayer.fellInPit && !playerControllerB.criticallyInjured) {
if (scarletPlayer != null && !scarletPlayer.markedForDeath && !playerControllerB.criticallyInjured) {
var selfPos = scarletPlayer.transform.position;
var farthestAINode = RoundManager.Instance.insideAINodes
.Select(n => n.transform.position)
.OrderByDescending(n => (selfPos - n).magnitude).FirstOrDefault();
playerControllerB.TeleportPlayer(farthestAINode);
var damage = ScarletNetworkManagerUtility.GetCriticalDamageToPlayer(playerControllerB, false);
var damage = ScarletNetworkManagerUtility.GetMarkedDamageToPlayer(playerControllerB);
playerControllerB.DamagePlayer(damage, false, true, CauseOfDeath.Suffocation);
if (playerControllerB.isPlayerDead) {
@ -54,7 +54,9 @@ namespace ScarletMansion.GamePatch.Components
StopSinkingLocalPlayer(playerControllerB);
ScarletNetworkManager.Instance.CreateSpawnAudioPrefab(farthestAINode, playerControllerB.actualClientId);
scarletPlayer.fellInPit = true;
ScarletNetworkManagerUtility.MarkPlayerForDeath(playerControllerB);
scarletPlayer.markedForDeath = true;
}
// just straight up murder
else {