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.
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c7d1ee78a2
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1f5778177a
4 changed files with 14 additions and 2 deletions
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@ -61,7 +61,7 @@ This mod requires GZDoom 4.2.3 or later.
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## In progress
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## In progress
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- N/A, this is the 1.0.2 release
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- N/A, this is the 1.0.3 release
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## Planned
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## Planned
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@ -802,6 +802,11 @@ Class BioRifle : UTWeapon
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AltCheck:
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AltCheck:
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TNT1 A 1
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TNT1 A 1
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{
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{
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if ( Health <= 0 )
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{
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invoker.bCharging = false;
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return ResolveState("Null");
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}
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if ( player.cmd.buttons&BT_ALTATTACK )
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if ( player.cmd.buttons&BT_ALTATTACK )
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return ResolveState(null);
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return ResolveState(null);
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player.SetPSprite(PSP_WEAPON,ResolveState("AltRelease"));
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player.SetPSprite(PSP_WEAPON,ResolveState("AltRelease"));
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@ -52,6 +52,11 @@ Class ImpactHammer : UTWeapon
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}
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}
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action void A_ChargeUp()
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action void A_ChargeUp()
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{
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{
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if ( Health <= 0 )
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{
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player.SetPSprite(-9999,ResolveState("Null"));
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return;
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}
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invoker.chargesize += .75/TICRATE;
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invoker.chargesize += .75/TICRATE;
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invoker.count += 1./TICRATE;
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invoker.count += 1./TICRATE;
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if ( invoker.count > .2 )
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if ( invoker.count > .2 )
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@ -249,7 +254,7 @@ Class ImpactHammer : UTWeapon
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Release:
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Release:
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IMPF A 0
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IMPF A 0
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{
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{
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A_Overlay(-9999,null);
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A_Overlay(-9999,"Null");
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if ( self is 'UTPlayer' )
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayAttacking3();
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UTPlayer(self).PlayAttacking3();
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A_FireBlast();
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A_FireBlast();
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@ -188,6 +188,7 @@ Class Minigun : UTWeapon
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return;
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return;
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}
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}
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weap.bAltFire = !!(player.cmd.buttons&BT_ALTATTACK);
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weap.bAltFire = !!(player.cmd.buttons&BT_ALTATTACK);
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invoker.bcnt = 5;
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A_Refire("Hold");
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A_Refire("Hold");
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}
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}
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@ -229,6 +230,7 @@ Class Minigun : UTWeapon
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FireDummy:
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FireDummy:
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TNT1 A 1
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TNT1 A 1
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{
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{
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if ( Health <= 0 ) return ResolveState("Null");
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let weap = Weapon(invoker);
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let weap = Weapon(invoker);
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if ( !(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)) || (weap.Ammo1.Amount <= 0) )
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if ( !(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)) || (weap.Ammo1.Amount <= 0) )
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{
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{
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