1.0.4:
- Adjust AmbientGlow shader to work EXACTLY like in UE1 (don't ask how I figured this out). - Fix Enforcer sometimes reloading when reloading is disabled. - Fix Enforcer pickups having no ambient glow.
This commit is contained in:
parent
1f5778177a
commit
1a05b9b14d
6 changed files with 15 additions and 15 deletions
|
|
@ -527,7 +527,7 @@ Class Enforcer : UTWeapon
|
|||
Dummy:
|
||||
TNT1 A 1
|
||||
{
|
||||
if ( (invoker.clipcount <= 0) && (invoker.Ammo1.Amount > 0) ) player.SetPSprite(PSP_WEAPON,ResolveState("Reload"));
|
||||
if ( flak_enforcerreload && (invoker.clipcount <= 0) && (invoker.Ammo1.Amount > 0) ) player.SetPSprite(PSP_WEAPON,ResolveState("Reload"));
|
||||
else if ( flak_enforcerreload && ((invoker.clipcount < min(invoker.default.clipcount,invoker.Ammo1.Amount)) || (invoker.slaveclipcount < min(invoker.default.slaveclipcount,invoker.Ammo1.Amount))) ) A_WeaponReady(WRF_ALLOWRELOAD);
|
||||
else A_WeaponReady();
|
||||
if ( !invoker.slaveactive && (CountInv("Enforcer") > 1) )
|
||||
|
|
@ -600,7 +600,7 @@ Class Enforcer : UTWeapon
|
|||
{
|
||||
if ( invoker.clipcount >= invoker.default.clipcount )
|
||||
{
|
||||
invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount<min(invoker.default.slaveclipcount,invoker.Ammo1.Amount)));
|
||||
invoker.slavereload = (flak_enforcerreload&&invoker.slaveactive&&(invoker.slaveclipcount<min(invoker.default.slaveclipcount,invoker.Ammo1.Amount)));
|
||||
return ResolveState("Idle");
|
||||
}
|
||||
return ResolveState(null);
|
||||
|
|
@ -619,7 +619,7 @@ Class Enforcer : UTWeapon
|
|||
A_PlaySound("enforcer/reload",CHAN_WEAPON);
|
||||
if ( self is 'UTPlayer' )
|
||||
UTPlayer(self).PlayReloading();
|
||||
invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount<min(invoker.default.slaveclipcount,invoker.Ammo1.Amount)));
|
||||
invoker.slavereload = (flak_enforcerreload&&invoker.slaveactive&&(invoker.slaveclipcount<min(invoker.default.slaveclipcount,invoker.Ammo1.Amount)));
|
||||
Vector3 x, y, z, origin;
|
||||
[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*4.-z*8.);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue