Set splash delay back to 6; is correct after all I guess

This commit is contained in:
Eevee (Evelyn Woods) 2020-12-13 01:54:52 -07:00
parent 90008c3a89
commit 93954135d2

View File

@ -2294,7 +2294,7 @@ const TILE_TYPES = {
is_actor: true, is_actor: true,
collision_mask: 0, collision_mask: 0,
blocks_collision: COLLISION.player, blocks_collision: COLLISION.player,
ttl: 5, ttl: 6,
// If anything else even begins to step on an animation, it's erased // If anything else even begins to step on an animation, it's erased
// FIXME possibly erased too fast; cc2 shows it briefly? could i get away with on_arrive here? // FIXME possibly erased too fast; cc2 shows it briefly? could i get away with on_arrive here?
on_approach(me, level, other) { on_approach(me, level, other) {
@ -2306,7 +2306,7 @@ const TILE_TYPES = {
is_actor: true, is_actor: true,
collision_mask: 0, collision_mask: 0,
blocks_collision: COLLISION.player, blocks_collision: COLLISION.player,
ttl: 5, ttl: 6,
on_approach(me, level, other) { on_approach(me, level, other) {
level.remove_tile(me); level.remove_tile(me);
}, },
@ -2326,7 +2326,7 @@ const TILE_TYPES = {
is_actor: true, is_actor: true,
collision_mask: 0, collision_mask: 0,
blocks_collision: COLLISION.player, blocks_collision: COLLISION.player,
ttl: 5, ttl: 6,
on_approach(me, level, other) { on_approach(me, level, other) {
level.remove_tile(me); level.remove_tile(me);
}, },