Tweaked fire rates of Enforcer, Shock Rifle, Ripper, Flak Cannon to be even closer to the originals.

Reduced gravity on Biosludge to make it feel more like the original.
Buffed chainsaw altfire, making it hit fast on a wider arc.
Correctly fixed armor + shield belt behaviors.
Made it so jump boots drain after landing, thus preventing fall damage on the last jump in case it's enabled.
Made jump boots drain slowly over time, for balance reasons (especially when jumping is disabled).
This commit is contained in:
Marisa the Magician 2018-08-12 15:39:21 +02:00
commit b5a0c723fe
8 changed files with 64 additions and 39 deletions

View file

@ -92,16 +92,16 @@ Class UTChainsaw : UTWeapon
if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
}
}
action void A_SawSwipe()
action void A_SawSwipe( bool initial = false )
{
A_QuakeEx(2,2,2,3,0,1,"",QF_RELATIVE,rollIntensity:0.15);
invoker.FireEffect();
if ( initial ) invoker.FireEffect();
A_AlertMonsters();
Vector3 x, y, z;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x-2.0*z;
FLineTraceData d;
double ang = (angle-45)+90*invoker.sawcnt;
double ang = (angle-60)+120*invoker.sawcnt;
LineTrace(ang,90,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( d.HitType == TRACE_HitActor )
{
@ -131,7 +131,7 @@ Class UTChainsaw : UTWeapon
p.pitch = asin(-d.HitDir.z);
if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
}
invoker.sawcnt += 0.2;
invoker.sawcnt += 0.1;
}
override void DetachFromOwner()
{
@ -243,10 +243,15 @@ Class UTChainsaw : UTWeapon
AltFire:
CSWA A 0 A_PlaySound("chainsaw/fire",CHAN_6);
CSWA ABCDE 2 A_Vibrate(true);
CSWA FGHIJ 2 A_SawSwipe();
CSWA F 2 A_Overlay(PSP_WEAPON+1,"AltFireSwipes");
CSWA GHIJ 2;
CSWA K 2 A_Vibrate(true);
CSWA K 0 A_PlaySound("chainsaw/idle",CHAN_6,looping:true);
Goto Ready;
AltFireSwipes:
TNT1 A 1 A_SawSwipe(true);
TNT1 AAAAAAAAA 1 A_SawSwipe();
Stop;
Deselect:
CSWD A 0 A_PlaySound("chainsaw/lower",CHAN_6);
CSWD ABCDEF 1;