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

@ -295,9 +295,9 @@ Class UTJumpBoots : Inventory replaces RadSuit
Tag "AntiGrav Boots";
+INVENTORY.AUTOACTIVATE;
+INVENTORY.ALWAYSPICKUP;
Inventory.Amount 3;
Inventory.MaxAmount 3;
Inventory.InterHubAmount 3;
Inventory.Amount 2100;
Inventory.MaxAmount 2100;
Inventory.InterHubAmount 2100;
Inventory.PickupMessage "You picked up the AntiGrav boots.";
Inventory.PickupSound "boot/pickup";
Inventory.RespawnTics 1050;
@ -315,15 +315,16 @@ Class UTJumpBoots : Inventory replaces RadSuit
{
Super.Tick();
if ( !Owner || !Owner.player ) return;
if ( owner.player.jumptics == -1 )
amount--;
if ( (amount > 0) && (owner.player.jumptics == -1) )
{
Amount--;
Amount = max(0,Amount-700);
Owner.A_PlaySound("boot/jump",CHAN_BODY);
if ( Amount <= 0 )
{
PrintPickupMessage(true,"The AntiGrav Boots have drained.");
DepleteOrDestroy();
}
}
else if ( (Amount <= 0) && owner.player.onground )
{
PrintPickupMessage(true,"The AntiGrav Boots have drained.");
DepleteOrDestroy();
}
}
override void DetachFromOwner()