diff --git a/Readme.md b/Readme.md index 0872552..c1bdf20 100644 --- a/Readme.md +++ b/Readme.md @@ -59,5 +59,6 @@ This mod requires very recent devbuilds of GZDoom or QZDoom. You can get them - Pulse gun beams behave oddly when the player is moving or looking up and down. This might just be a rendering interpolation glitch, as usual - Translocator allows telefragging of other players in coop. - - Culling on weapon models breaks when invisibility is active, this is an - engine bug caused by negative scaling and I've already reported it. + - Translocator modules go through player blocking lines, this can be easily + abused to screw up map flow. Blocking on player lines requires engine-side + changes, so this will take some effort. diff --git a/zscript/shockrifle.zsc b/zscript/shockrifle.zsc index c3a09f6..1714b06 100644 --- a/zscript/shockrifle.zsc +++ b/zscript/shockrifle.zsc @@ -536,7 +536,7 @@ Class SuperShockBeam : Actor ExplodeMissile(null,t.Results.HitActor); if ( t.Results.HitActor is 'ShockHitbox' ) { - if ( target ) target.TakeInventory('EnhancedShockAmmo',2); + if ( target ) target.TakeInventory('EnhancedShockAmmo',1); let b = t.Results.HitActor.target; b.ExplodeMissile(null,self); b.A_Explode(Random[ASMD](15000,16000),400); diff --git a/zscript/uthud.zsc b/zscript/uthud.zsc index b154efb..4448071 100644 --- a/zscript/uthud.zsc +++ b/zscript/uthud.zsc @@ -426,7 +426,7 @@ Class UTHud : BaseStatusBar CurX = BaseX+i*WeaponOffset+4*WeapScale; CurY = BaseY+4*WeapScale; UTDrawTintedTex(BigNum[(i==9)?0:(i+1)],0.75*hudsize*weaponsize,opacity+7,GoldColor); - if ( !wslots[i].Ammo1 ) continue; + if ( !wslots[i].Ammo1 || (wslots[i].Ammo1.Amount <= 0) ) continue; CurY = BaseY+52*WeapScale; Vector2 ss = (0.6875,0.5)*WeapScale; double dw = (Screen.GetWidth()/ss.x), dh = (Screen.GetHeight()/ss.y);