Increased spread of rockets, increased tween time after firing (it looks weird for some fire animations, but it also did in UT anyway).

This commit is contained in:
Marisa the Magician 2018-05-30 14:38:03 +02:00
commit b1b38561c1
16 changed files with 101 additions and 65 deletions

View file

@ -7,7 +7,7 @@ Class ShockAmmo : Ammo
Inventory.Amount 10;
Inventory.MaxAmount 50;
Ammo.BackpackAmount 20;
Ammo.BackpackMaxAmount 50;
Ammo.BackpackMaxAmount 100;
Ammo.DropAmount 5;
}
States
@ -261,6 +261,7 @@ Class ShockBeam : Actor
+NOCLIP;
+DONTSPLASH;
+FORCEXYBILLBOARD;
+FORCERADIUSDMG;
}
override void PostBeginPlay()
{
@ -476,6 +477,7 @@ Class SuperShockBeam : Actor
+NOCLIP;
+DONTSPLASH;
+FORCEXYBILLBOARD;
+FORCERADIUSDMG;
+EXTREMEDEATH;
}
override void PostBeginPlay()
@ -789,7 +791,7 @@ Class ShockBall : Actor
}
action void A_BallExplode()
{
A_Explode(Random[ASMD](50,60),70);
A_Explode(Random[ASMD](40,50),70);
A_SprayDecal("ShockMarkBig",16);
Spawn("ShockExplLight",pos);
A_SetScale(1.0);
@ -814,6 +816,7 @@ Class ShockBall : Actor
Obituary "%k inflicted mortal damage upon %o with the Shock Rifle";
RenderStyle "Add";
DamageType 'jolted';
DamageFunction Random[ASMD](50,60);
Radius 2;
Height 0;
Scale 0.4;
@ -821,7 +824,6 @@ Class ShockBall : Actor
PROJECTILE;
+FORCEXYBILLBOARD;
+SKYEXPLODE;
+FORCERADIUSDMG;
}
States
{
@ -850,7 +852,7 @@ Class SuperShockBall : Actor
}
action void A_BallExplode()
{
A_Explode(Random[ASMD](5000,6000),120);
A_Explode(Random[ASMD](4000,5000),120);
A_SprayDecal("ShockMarkBig",16);
Spawn("SuperShockExplLight",pos);
A_SetScale(1.5);
@ -876,6 +878,7 @@ Class SuperShockBall : Actor
Obituary "%k electrified %o with the Enhanced Shock Rifle.";
RenderStyle "Add";
DamageType 'jolted';
DamageFunction Random[ASMD](5000,6000);
Radius 2;
Height 0;
Scale 0.5;
@ -962,7 +965,7 @@ Class ShockRifle : UTWeapon
ASMP B -1;
Stop;
Ready:
ASMS ABCDEFGHIJKLMNO 1;
ASMS ABCDEFGHIJKLMNO 1 A_WeaponReady(WRF_NOFIRE);
Idle:
ASMI A 1
{
@ -1071,7 +1074,7 @@ Class EnhancedShockRifle : UTWeapon replaces InvulnerabilitySphere
ASMP B -1;
Stop;
Ready:
ASMS ABCDEFGHIJKLMNO 1;
ASMS ABCDEFGHIJKLMNO 1 A_WeaponReady(WRF_NOFIRE);
Idle:
ASMI A 1
{