Added first person visual effects to all weapons.
Added "instant rocket" mode to RL, toggleable with reload button. Various adjustments to offsets and scales. Fixed a bug where other armors wouldn't absorb damage if at least one of them is depleted. Reduced armor bonus pickup amount to 1, and made it absorb more damage the more you have, up to a 75% cap at max amount. Tweaked vibration on the Chainsaw. More particles for rockets and flak slugs. Reduced delay for rocket launcher refire. Fixed Pulse balls having no XY billboarding. Tweaked Pulse bolt visual effects. Reduced shake of Shock Rifle and Enhanced Shock Rifle to more bearable levels. Fixed clipping on the Ripper after offsets were changed.
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13 changed files with 454 additions and 109 deletions
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@ -8,6 +8,7 @@ Class UTArmor : Armor
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{
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+INVENTORY.AUTOACTIVATE;
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+INVENTORY.UNTOSSABLE;
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+INVENTORY.KEEPDEPLETED;
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}
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override void AbsorbDamage( int damage, Name damageType, out int newdamage )
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{
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@ -21,18 +22,23 @@ Class UTArmor : Armor
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damage = newdamage;
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}
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if ( damage > 0 ) newdamage = ApplyDamageFactors(GetClass(),damageType,damage,damage);
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if ( amount <= 0 ) Destroy();
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}
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}
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Class UTArmorBonus : UTArmor replaces ArmorBonus
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{
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override void AbsorbDamage( int damage, Name damageType, out int newdamage )
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{
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absorb = Clamp(amount*2,25,75);
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Super.AbsorbDamage(damage,damageType,newdamage);
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}
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Default
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{
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Tag "Armor Bonus";
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+COUNTITEM;
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+INVENTORY.ALWAYSPICKUP;
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Inventory.Amount 5;
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Inventory.Amount 1;
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Inventory.MaxAmount 50;
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Inventory.InterHubAmount 50;
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UTArmor.ArmorAbsorption 25;
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@ -98,12 +104,9 @@ Class UTShieldBelt : UTArmor replaces Megasphere
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Owner.A_PlaySound("belt/absorb",CHAN_7);
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UTMainHandler.DoFlash(Owner,Color(80,255,224,0),5);
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}
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int oldamt = amount;
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Super.AbsorbDamage(damage,damageType,newdamage);
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}
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override void OnDestroy()
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{
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Super.OnDestroy();
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if ( amount <= 0 && Owner ) PrintPickupMessage(true,"The Shield Belt has depleted.");
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if ( (oldamt > 0) && (amount <= 0) ) PrintPickupMessage(true,"The Shield Belt has depleted.");
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}
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override bool Use( bool pickup )
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{
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