Various rebalances. Corrected some things that weren't 1:1 with UT.

Restored original flak chunk damage function (no longer falls off with distance).
Fixed the minigun altfire shooting bullets at the same speed as the primary fire.
Small hackaround for janky player movement while moving down slopes.
[WIP] The very beginning of an UT gore system (toggleable).
This commit is contained in:
Marisa the Magician 2018-09-05 18:56:04 +02:00
commit 1c0f7d08a5
11 changed files with 99 additions and 34 deletions

View file

@ -57,9 +57,9 @@ Class Razor2 : Actor
{
Radius 2;
Height 2;
Speed 40; // should be 26 but it looks way too slow
DamageFunction (Random[Ripper](30,40)*((DamageType=='Decapitated')?3.5:1.0));
DamageType 'Ripper';
Speed 27;
DamageFunction (Random[Ripper](25,35)*((DamageType=='Decapitated')?3.5:1.0));
DamageType 'Shredded';
Obituary "%k ripped a chunk of meat out of %o with the Ripper.";
BounceType "Doom";
ReactionTime 7;
@ -84,7 +84,7 @@ Class Razor2 : Actor
}
override int SpecialMissileHit( Actor victim )
{
if ( pos.z > victim.pos.z+victim.height*0.75 ) DamageType = 'Decapitated';
if ( pos.z > victim.pos.z+victim.height*0.81 ) DamageType = 'Decapitated';
return -1;
}
override int DoSpecialDamage( Actor target, int damage, Name damagetype )
@ -135,7 +135,7 @@ Class Razor2 : Actor
Bounce:
RAZB A 0
{
bHITOWNER = true;
bHITOWNER = true; // technically the UT version sets this 0.2 seconds after being fired, but this works better
Vector3 dir = vel.unit();
A_SetAngle(atan2(dir.y,dir.x));
A_SetPitch(asin(-dir.z));