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.
This commit is contained in:
Marisa the Magician 2018-06-13 13:24:57 +02:00
commit 569ef037ec
20 changed files with 154 additions and 72 deletions

View file

@ -197,12 +197,18 @@ Class RandomSpawner2 : RandomSpawner
{
spawned.SetState(spawned.ResolveState("Spawn")+1);
Inventory(spawned).bALWAYSPICKUP = true;
if ( UTWeapon(spawned).DropAmmo > 0 )
Weapon(spawned).AmmoGive1 = min(UTWeapon(spawned).DropAmmo,Weapon(spawned).AmmoGive1);
}
}
}
Class UTWeapon : Weapon
{
int DropAmmo;
Property DropAmmo: DropAmmo;
// Drawstuffs under HUD
virtual ui void PreRender( double lbottom ) {}
// Drawstuffs over HUD
@ -272,9 +278,9 @@ Class UTTeleportLight : DynamicLight
Destroy();
return;
}
args[LIGHT_RED] = 128*alpha;
args[LIGHT_GREEN] = 160*alpha;
args[LIGHT_BLUE] = 255*alpha;
args[LIGHT_RED] = int(128*alpha);
args[LIGHT_GREEN] = int(160*alpha);
args[LIGHT_BLUE] = int(255*alpha);
args[LIGHT_INTENSITY] = Random[Tele](10,14)*8;
alpha -= 1./35;
}
@ -295,9 +301,9 @@ Class UTItemLight : DynamicLight
Destroy();
return;
}
args[LIGHT_RED] = 255*alpha;
args[LIGHT_GREEN] = 224*alpha;
args[LIGHT_BLUE] = 160*alpha;
args[LIGHT_RED] = int(255*alpha);
args[LIGHT_GREEN] = int(224*alpha);
args[LIGHT_BLUE] = int(160*alpha);
args[LIGHT_INTENSITY] = Random[Tele](6,8)*8;
alpha -= 3./35;
}