Added lesser variants to shock core and biorifle ammo for balance.
Added "dropped ammo" properties to all weapons, also for balance. Silence warnings about floating point truncation.
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884bbab247
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569ef037ec
20 changed files with 154 additions and 72 deletions
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@ -58,7 +58,7 @@ Class ImpactHammer : UTWeapon replaces Fist
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invoker.count = 0;
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A_AlertMonsters();
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}
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A_QuakeEx(clamp(invoker.chargesize*3,0,3),clamp(invoker.chargesize*3,0,3),clamp(invoker.chargesize*3,0,3),amt+1,0,96,"",QF_RELATIVE,rollIntensity:clamp(invoker.chargesize*0.3,0,0.3));
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A_QuakeEx(clamp(int(invoker.chargesize*3),0,3),clamp(int(invoker.chargesize*3),0,3),clamp(int(invoker.chargesize*3),0,3),amt+1,0,96,"",QF_RELATIVE,rollIntensity:clamp(invoker.chargesize*0.3,0,0.3));
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}
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action void A_FireBlast()
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{
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@ -75,7 +75,7 @@ Class ImpactHammer : UTWeapon replaces Fist
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LineTrace(angle,80,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
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if ( d.HitType == TRACE_HitActor )
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{
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int dmg = Random[Impact](60,80)*realcharge;
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int dmg = int(Random[Impact](60,80)*realcharge);
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dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
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d.HitActor.vel = x*(1000/d.HitActor.mass)*realcharge;
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if ( d.HitActor.bNOBLOOD )
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@ -93,7 +93,7 @@ Class ImpactHammer : UTWeapon replaces Fist
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else if ( d.HitType != TRACE_HitNone )
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{
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realcharge = max(1.0,realcharge);
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int dmg = Random[Impact](16,24)*realcharge; // It's a flat damage of 36 on UT, but I think it's more fair for it to scale
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int dmg = int(Random[Impact](16,24)*realcharge); // It's a flat damage of 36 on UT, but I think it's more fair for it to scale
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dmg = DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
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TraceBleed(dmg,invoker);
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vel -= x*(1200/mass)*realcharge;
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@ -102,7 +102,7 @@ Class ImpactHammer : UTWeapon replaces Fist
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p.pitch = asin(-d.HitDir.z);
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if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
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}
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A_QuakeEx(realcharge*6,realcharge*6,realcharge*6,16,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:realcharge*0.2);
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A_QuakeEx(int(realcharge*6),int(realcharge*6),int(realcharge*6),16,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:realcharge*0.2);
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realcharge = max(1.0,realcharge);
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int numpt = Random[Impact](5,10);
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for ( int i=0; i<numpt; i++ )
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@ -137,13 +137,13 @@ Class ImpactHammer : UTWeapon replaces Fist
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double dscale = d.Distance/180.;
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if ( d.HitType == TRACE_HitActor )
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{
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int dmg = Random[Impact](25,35)*dscale;
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int dmg = int(Random[Impact](25,35)*dscale);
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dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
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d.HitActor.vel = x*(500/d.HitActor.mass)*dscale;
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}
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else if ( d.HitType != TRACE_HitNone )
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{
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int dmg = Random[Impact](16,24)*dscale;
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int dmg = int(Random[Impact](16,24)*dscale);
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dmg = DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
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vel -= x*(600/mass)*dscale;
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if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
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