From 1f5778177a0894de98d20e296dea5556071148e1 Mon Sep 17 00:00:00 2001 From: Marisa Kirisame Date: Tue, 29 Oct 2019 13:28:17 +0100 Subject: [PATCH] 1.0.3 release: - Fix Biorifle and Impact Hammer still being able to fire if player died while charging. - Fix Minigun not shooting bullets immediately on refire. - Fix Minigun playing unwind animation on death. --- Readme.md | 2 +- zscript/biorifle.zsc | 5 +++++ zscript/impacthammer.zsc | 7 ++++++- zscript/minigun.zsc | 2 ++ 4 files changed, 14 insertions(+), 2 deletions(-) diff --git a/Readme.md b/Readme.md index 2a27916..b854ccc 100644 --- a/Readme.md +++ b/Readme.md @@ -61,7 +61,7 @@ This mod requires GZDoom 4.2.3 or later. ## In progress - - N/A, this is the 1.0.2 release + - N/A, this is the 1.0.3 release ## Planned diff --git a/zscript/biorifle.zsc b/zscript/biorifle.zsc index df886ac..6ed115a 100644 --- a/zscript/biorifle.zsc +++ b/zscript/biorifle.zsc @@ -802,6 +802,11 @@ Class BioRifle : UTWeapon AltCheck: TNT1 A 1 { + if ( Health <= 0 ) + { + invoker.bCharging = false; + return ResolveState("Null"); + } if ( player.cmd.buttons&BT_ALTATTACK ) return ResolveState(null); player.SetPSprite(PSP_WEAPON,ResolveState("AltRelease")); diff --git a/zscript/impacthammer.zsc b/zscript/impacthammer.zsc index 225da1c..1329ed1 100644 --- a/zscript/impacthammer.zsc +++ b/zscript/impacthammer.zsc @@ -52,6 +52,11 @@ Class ImpactHammer : UTWeapon } action void A_ChargeUp() { + if ( Health <= 0 ) + { + player.SetPSprite(-9999,ResolveState("Null")); + return; + } invoker.chargesize += .75/TICRATE; invoker.count += 1./TICRATE; if ( invoker.count > .2 ) @@ -249,7 +254,7 @@ Class ImpactHammer : UTWeapon Release: IMPF A 0 { - A_Overlay(-9999,null); + A_Overlay(-9999,"Null"); if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3(); A_FireBlast(); diff --git a/zscript/minigun.zsc b/zscript/minigun.zsc index 2a29733..7cc435c 100644 --- a/zscript/minigun.zsc +++ b/zscript/minigun.zsc @@ -188,6 +188,7 @@ Class Minigun : UTWeapon return; } weap.bAltFire = !!(player.cmd.buttons&BT_ALTATTACK); + invoker.bcnt = 5; A_Refire("Hold"); } @@ -229,6 +230,7 @@ Class Minigun : UTWeapon FireDummy: TNT1 A 1 { + if ( Health <= 0 ) return ResolveState("Null"); let weap = Weapon(invoker); if ( !(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)) || (weap.Ammo1.Amount <= 0) ) {