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Lines changed: 5 additions & 5 deletions

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src/Gamemodes/Benchmark/Crashers.ts

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -29,7 +29,7 @@ class ManyCrashersManager extends ShapeManager {
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protected spawnShape(): AbstractShape {
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const shape = new Crasher(this.arena.game, Math.random() < 0.3);
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const loc = this.arena.findSpawnLocation(false);
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const loc = this.arena.findSpawnLocation();
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shape.positionData.values.x = loc.x;
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shape.positionData.values.y = loc.y;
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return shape;

src/Gamemodes/Maze.ts

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -62,7 +62,7 @@ export default class MazeArena extends ArenaEntity {
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this.mazeGenerator.buildMaze();
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this.allowBoss = false;
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this.bossManager = null; // Disables boss spawning
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}
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public isValidSpawnLocation(x: number, y: number): boolean {

src/Gamemodes/Mothership.ts

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -71,7 +71,7 @@ export default class MothershipArena extends ArenaEntity {
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public spawnPlayer(tank: TankBody, client: Client) {
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if (!this.motherships.length && !this.playerTeamMotMap.has(client)) {
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const team = this.teams[~~(Math.random()*this.teams.length)];
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const { x, y } = this.findSpawnLocation();
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const { x, y } = this.findPlayerSpawnLocation();
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tank.positionData.values.x = x;
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tank.positionData.values.y = y;
@@ -91,7 +91,7 @@ export default class MothershipArena extends ArenaEntity {
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tank.positionData.values.x = mothership.positionData.values.x;
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tank.positionData.values.y = mothership.positionData.values.y;
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} else {
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const { x, y } = this.findSpawnLocation();
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const { x, y } = this.findPlayerSpawnLocation();
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tank.positionData.values.x = x;
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tank.positionData.values.y = y;

src/Gamemodes/Tag.ts

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -108,7 +108,7 @@ export default class TagArena extends ArenaEntity {
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if (!this.playerTeamMap.has(client)) {
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const team = this.getAlivePlayers().length <= MIN_PLAYERS ? this.teams[this.teams.length - 1] :
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this.teams[0]; // If there are not enough players to start the game, choose the team with least players. Otherwise choose the one with highest player count
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const { x, y } = this.findSpawnLocation();
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const { x, y } = this.findPlayerSpawnLocation();
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tank.positionData.values.x = x;
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tank.positionData.values.y = y;

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