diff --git a/assets/src/ba_data/python/bastd/actor/spaz.py b/assets/src/ba_data/python/bastd/actor/spaz.py index 31114d7f..a2fc51e4 100644 --- a/assets/src/ba_data/python/bastd/actor/spaz.py +++ b/assets/src/ba_data/python/bastd/actor/spaz.py @@ -979,9 +979,9 @@ class Spaz(ba.Actor): position=self.node.position) if damage >= 500: sounds = SpazFactory.get().punch_sound_strong - sound = sounds[random.randrange(len(sounds))] - elif damage >= 300: - sound = SpazFactory.get().punch_sound + sound = sounds[random.randrange(len(sounds))] + elif damage >= 300: + sound = SpazFactory.get().punch_sound else: sound = SpazFactory.get().punch_sound_weak ba.playsound(sound, 1.0, position=self.node.position) @@ -1077,7 +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): @@ -1343,9 +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