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:
parent
884bbab247
commit
569ef037ec
20 changed files with 154 additions and 72 deletions
|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue