Reduced extra ammo cost of Enhanced Shock Rifle Combo from +2 to +1.
Changed the HUD ammo bar drawing so it skips weapons that are out of ammo. Added bug note about the translocator and player blocking lines being ignored.
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6c096e1b0f
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a73a2b2977
3 changed files with 5 additions and 4 deletions
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@ -59,5 +59,6 @@ This mod requires very recent devbuilds of GZDoom or QZDoom. You can get them
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- Pulse gun beams behave oddly when the player is moving or looking up and
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down. This might just be a rendering interpolation glitch, as usual
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- Translocator allows telefragging of other players in coop.
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- Culling on weapon models breaks when invisibility is active, this is an
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engine bug caused by negative scaling and I've already reported it.
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- Translocator modules go through player blocking lines, this can be easily
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abused to screw up map flow. Blocking on player lines requires engine-side
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changes, so this will take some effort.
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@ -536,7 +536,7 @@ Class SuperShockBeam : Actor
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ExplodeMissile(null,t.Results.HitActor);
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if ( t.Results.HitActor is 'ShockHitbox' )
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{
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if ( target ) target.TakeInventory('EnhancedShockAmmo',2);
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if ( target ) target.TakeInventory('EnhancedShockAmmo',1);
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let b = t.Results.HitActor.target;
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b.ExplodeMissile(null,self);
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b.A_Explode(Random[ASMD](15000,16000),400);
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@ -426,7 +426,7 @@ Class UTHud : BaseStatusBar
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CurX = BaseX+i*WeaponOffset+4*WeapScale;
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CurY = BaseY+4*WeapScale;
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UTDrawTintedTex(BigNum[(i==9)?0:(i+1)],0.75*hudsize*weaponsize,opacity+7,GoldColor);
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if ( !wslots[i].Ammo1 ) continue;
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if ( !wslots[i].Ammo1 || (wslots[i].Ammo1.Amount <= 0) ) continue;
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CurY = BaseY+52*WeapScale;
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Vector2 ss = (0.6875,0.5)*WeapScale;
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double dw = (Screen.GetWidth()/ss.x), dh = (Screen.GetHeight()/ss.y);
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