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

@ -69,7 +69,7 @@ Class ShockWave : Actor
if ( (dist > olddmgradius) || (dir dot a.vel < 0) )
{
if ( !a.bDONTTHRUST ) a.vel += dir*((moscale+20)/a.mass);
a.DamageMobj(self,target,moscale,'RedeemerDeath',DMG_THRUSTLESS);
a.DamageMobj(self,target,int(moscale),'RedeemerDeath',DMG_THRUSTLESS);
}
}
olddmgradius = dmgradius;
@ -163,9 +163,9 @@ Class WarheadExplodLight : DynamicLight
{
Super.Tick();
if ( globalfreeze || level.frozen ) return;
args[LIGHT_RED] = 255*lifetime;
args[LIGHT_GREEN] = 192*lifetime;
args[LIGHT_BLUE] = 128*lifetime;
args[LIGHT_RED] = int(255*lifetime);
args[LIGHT_GREEN] = int(192*lifetime);
args[LIGHT_BLUE] = int(128*lifetime);
lifetime -= 1./ReactionTime;
if ( lifetime <= 0 ) Destroy();
}
@ -663,6 +663,7 @@ Class WarheadLauncher : UTWeapon replaces BFG9000
Inventory.RespawnTics 2100;
+INVENTORY.ALWAYSPICKUP;
+WEAPON.NOAUTOFIRE;
UTWeapon.DropAmmo 1;
}
States
{