diff --git a/assets/src/ba_data/python/bastd/actor/spaz.py b/assets/src/ba_data/python/bastd/actor/spaz.py index d9b39e86..05f5a5ce 100644 --- a/assets/src/ba_data/python/bastd/actor/spaz.py +++ b/assets/src/ba_data/python/bastd/actor/spaz.py @@ -966,7 +966,7 @@ class Spaz(ba.Actor): self.on_punched(damage) # If damage was significant, lets show it. - if damage > 350: + if damage >= 350: assert msg.force_direction is not None ba.show_damage_count('-' + str(int(damage / 10)) + '%', msg.pos, msg.force_direction) @@ -977,11 +977,13 @@ class Spaz(ba.Actor): ba.playsound(SpazFactory.get().punch_sound_stronger, 1.0, position=self.node.position) - if damage > 500: + if damage >= 500: sounds = SpazFactory.get().punch_sound_strong sound = sounds[random.randrange(len(sounds))] - else: + elif damage >= 300: sound = SpazFactory.get().punch_sound + else: + sound = SpazFactory.get().punch_sound_weak ba.playsound(sound, 1.0, position=self.node.position) # Throw up some chunks. @@ -1075,7 +1077,7 @@ class Spaz(ba.Actor): # us if its grown high enough. if self.hitpoints <= 0: damage_avg = self.node.damage_smoothed * damage_scale - if damage_avg > 1000: + if damage_avg >= 1000: self.shatter() elif isinstance(msg, BombDiedMessage): @@ -1341,9 +1343,9 @@ class Spaz(ba.Actor): hit_type='impact')) self.node.handlemessage('knockout', max(0.0, 50.0 * intensity)) sounds: Sequence[ba.Sound] - if intensity > 5.0: + if intensity >= 5.0: sounds = SpazFactory.get().impact_sounds_harder - elif intensity > 3.0: + elif intensity >= 3.0: sounds = SpazFactory.get().impact_sounds_hard else: sounds = SpazFactory.get().impact_sounds_medium