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.
This commit is contained in:
Marisa the Magician 2019-10-29 13:28:17 +01:00
commit 1f5778177a
4 changed files with 14 additions and 2 deletions

View file

@ -61,7 +61,7 @@ This mod requires GZDoom 4.2.3 or later.
## In progress ## In progress
- N/A, this is the 1.0.2 release - N/A, this is the 1.0.3 release
## Planned ## Planned

View file

@ -802,6 +802,11 @@ Class BioRifle : UTWeapon
AltCheck: AltCheck:
TNT1 A 1 TNT1 A 1
{ {
if ( Health <= 0 )
{
invoker.bCharging = false;
return ResolveState("Null");
}
if ( player.cmd.buttons&BT_ALTATTACK ) if ( player.cmd.buttons&BT_ALTATTACK )
return ResolveState(null); return ResolveState(null);
player.SetPSprite(PSP_WEAPON,ResolveState("AltRelease")); player.SetPSprite(PSP_WEAPON,ResolveState("AltRelease"));

View file

@ -52,6 +52,11 @@ Class ImpactHammer : UTWeapon
} }
action void A_ChargeUp() action void A_ChargeUp()
{ {
if ( Health <= 0 )
{
player.SetPSprite(-9999,ResolveState("Null"));
return;
}
invoker.chargesize += .75/TICRATE; invoker.chargesize += .75/TICRATE;
invoker.count += 1./TICRATE; invoker.count += 1./TICRATE;
if ( invoker.count > .2 ) if ( invoker.count > .2 )
@ -249,7 +254,7 @@ Class ImpactHammer : UTWeapon
Release: Release:
IMPF A 0 IMPF A 0
{ {
A_Overlay(-9999,null); A_Overlay(-9999,"Null");
if ( self is 'UTPlayer' ) if ( self is 'UTPlayer' )
UTPlayer(self).PlayAttacking3(); UTPlayer(self).PlayAttacking3();
A_FireBlast(); A_FireBlast();

View file

@ -188,6 +188,7 @@ Class Minigun : UTWeapon
return; return;
} }
weap.bAltFire = !!(player.cmd.buttons&BT_ALTATTACK); weap.bAltFire = !!(player.cmd.buttons&BT_ALTATTACK);
invoker.bcnt = 5;
A_Refire("Hold"); A_Refire("Hold");
} }
@ -229,6 +230,7 @@ Class Minigun : UTWeapon
FireDummy: FireDummy:
TNT1 A 1 TNT1 A 1
{ {
if ( Health <= 0 ) return ResolveState("Null");
let weap = Weapon(invoker); let weap = Weapon(invoker);
if ( !(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)) || (weap.Ammo1.Amount <= 0) ) if ( !(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)) || (weap.Ammo1.Amount <= 0) )
{ {