diff --git a/lua/pac3/core/client/parts/projectile.lua b/lua/pac3/core/client/parts/projectile.lua index 40a2276f5..d09a55c9c 100644 --- a/lua/pac3/core/client/parts/projectile.lua +++ b/lua/pac3/core/client/parts/projectile.lua @@ -24,7 +24,7 @@ BUILDER:StartStorableVars() BUILDER:GetSet("AddOwnerSpeed", false) BUILDER:GetSet("Spread", 0) BUILDER:GetSet("NumberProjectiles", 1) - BUILDER:GetSet("Delay", 0) + BUILDER:GetSet("Delay", 0, {editor_clamp = {0,80}}) BUILDER:GetSet("Maximum", 0) BUILDER:GetSet("RandomAngleVelocity", Vector(0,0,0)) BUILDER:GetSet("LocalAngleVelocity", Vector(0,0,0)) @@ -41,7 +41,7 @@ BUILDER:StartStorableVars() BUILDER:GetSet("Collisions", true) BUILDER:GetSet("Sphere", false) BUILDER:GetSet("Radius", 1, {editor_panel = "projectile_radii"}) - BUILDER:GetSet("Bounce", 0) + BUILDER:GetSet("Bounce", 0, {editor_clamp = {-160,160}}) BUILDER:GetSet("Sticky", false) BUILDER:GetSet("CollideWithOwner", false) BUILDER:GetSet("CollideWithSelf", false) @@ -294,13 +294,13 @@ function PART:Shoot(pos, ang, multi_projectile_count) net.WriteInt(1000*self.Speed,18) net.WriteUInt(self.Maximum,7) net.WriteUInt(100*self.LifeTime,14) --might need decimals - net.WriteUInt(100*self.Delay,9) --might need decimals + net.WriteUInt(100*self.Delay,13) --might need decimals net.WriteUInt(self.Mass,16) net.WriteInt(100*self.Spread,10) net.WriteInt(100*self.Damping,20) --might need decimals net.WriteInt(self.Attract,14) net.WriteUInt(self.AttractRadius,10) - net.WriteInt(100*self.Bounce,8) --might need decimals + net.WriteInt(100*self.Bounce,15) --might need decimals net.SendToServer() else diff --git a/lua/pac3/extra/shared/projectiles.lua b/lua/pac3/extra/shared/projectiles.lua index ea6890eae..cfcf0f14b 100644 --- a/lua/pac3/extra/shared/projectiles.lua +++ b/lua/pac3/extra/shared/projectiles.lua @@ -579,13 +579,13 @@ if SERVER then part.Speed = math.Clamp(net.ReadInt(18) / 1000, -pac_sv_projectile_max_speed:GetFloat(), pac_sv_projectile_max_speed:GetFloat()) part.Maximum = net.ReadUInt(7) part.LifeTime = net.ReadUInt(14) / 100 - part.Delay = net.ReadUInt(9) / 100 + part.Delay = net.ReadUInt(13) / 100 part.Mass = net.ReadUInt(16) part.Spread = net.ReadInt(10) / 100 part.Damping = net.ReadInt(20) / 100 part.Attract = net.ReadInt(14) part.AttractRadius = net.ReadUInt(10) - part.Bounce = net.ReadInt(8) / 100 + part.Bounce = net.ReadInt(15) / 100 local radius_limit = 2000