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A_LobShot is an action which makes the actor lob an Object at its target. In SRB2, this is used by the Cannonball Launcher and Brak Eggman (Old). Var1 is the Object to lob, Var2 upper 16 bits determine the Z offset the Object is fired from, lower 16 bits determine the Object's airtime. When the actor lobs the chosen Object, the SeeSound of the lobbed Object is played. After firing, the actor's reaction time is set to a new value determined by the actor's ReactionTime. Normally, the reaction time is set to a value of ReactionTime*TICRATE*2 (or 2×ReactionTime seconds). In Ultimate mode, it is set to ReactionTime*TICRATE (or ReactionTime seconds) instead. However, if the actor has MF_BOSS, the actor's reaction time will not be changed.

Additionally, for the 2.0 Brak Eggman, this will automatically scale the lobbed object to half the actor's own scale. Otherwise, the lobbed object will be set to the same scale as the actor itself.

Object property Use
SeeSound (of Object being shot) Played when fired
ReactionTime New reaction time (ReactionTime*TICRATE*2; ReactionTime*TICRATE in Ultimate mode)

  Actions – Projectiles [view]