Corrected Armor/Pads + Shield Belt pickup behavior.

Reduced Biorifle damage relative to sludge scale.
Increased Flak Cannon chunk damage and amount and primary fire speed.
Increased Impact Hammer damage and knockback to enemies.
Added rare spawn of redeemer ammo pickups for cell packs.
Reduced Pulsegun beam damage timer.
Increased Ripper primary fire speed.
This commit is contained in:
Marisa the Magician 2018-08-09 22:01:16 +02:00
commit a5debcdbb2
8 changed files with 57 additions and 29 deletions

View file

@ -75,9 +75,9 @@ Class ImpactHammer : UTWeapon replaces Fist
LineTrace(angle,80,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( d.HitType == TRACE_HitActor )
{
int dmg = int(Random[Impact](60,80)*realcharge);
int dmg = int(Random[Impact](90,120)*realcharge);
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
d.HitActor.vel = x*(1000/d.HitActor.mass)*realcharge;
d.HitActor.vel = x*(2000/d.HitActor.mass)*realcharge;
if ( d.HitActor.bNOBLOOD )
{
let p = Spawn("HammerImpact",d.HitLocation-d.HitDir*4);
@ -139,7 +139,7 @@ Class ImpactHammer : UTWeapon replaces Fist
{
int dmg = int(Random[Impact](25,35)*dscale);
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
d.HitActor.vel = x*(500/d.HitActor.mass)*dscale;
d.HitActor.vel = x*(900/d.HitActor.mass)*dscale;
}
else if ( d.HitType != TRACE_HitNone )
{