1.0.2 release:
- Fix Minigun altfire not triggering while primary was previously held. - Fix Rocket Launcher fire button handling. You can fire tight wads properly now. - Corrected Biorifle Glob behaviour, now spawns an initial splash on impact, as intended. - Rename some textures to fix a small map conflict.
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11 changed files with 44 additions and 31 deletions
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@ -467,6 +467,14 @@ Class UTRocketLauncher : UTWeapon
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if ( invoker.LockedTarget ) invoker.LockedOn = true;
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}
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action bool FireCheck()
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{
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let weap = Weapon(invoker);
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if ( !weap ) return false;
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if ( weap.bAltFire ) return !(player.cmd.buttons&BT_ALTATTACK);
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else return !(player.cmd.buttons&BT_ATTACK);
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}
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Default
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{
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Tag "$T_EIGHTBALL";
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@ -526,53 +534,53 @@ Class UTRocketLauncher : UTWeapon
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AltFire:
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// one is loaded already
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EBLI A 1 A_LoadRocket(false);
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EBLI A 2 A_JumpIf((!invoker.bAltFire&&invoker.bSingleRocket)||(invoker.Ammo1.Amount<=0)||!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireOne");
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EBLI A 2 A_JumpIf((!invoker.bAltFire&&invoker.bSingleRocket)||(invoker.Ammo1.Amount<=0)||FireCheck(),"FireOne");
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EBLI A 0; // no tween
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// load two
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EBR1 A 0 A_PlaySound("utrl/rotate",CHAN_6,0.1);
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EBR1 ABCDEFG 2 A_JumpIf(!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireOne");
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EBR1 ABCDEFG 2 A_JumpIf(FireCheck(),"FireOne");
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EBL2 A 0 A_PlaySound("utrl/load",CHAN_6);
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EBL2 ABCDEFG 3 A_JumpIf(!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireOne");
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EBL2 ABCDEFG 3 A_JumpIf(FireCheck(),"FireOne");
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EBR2 A 0
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{
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A_LoadRocket();
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return A_JumpIf((invoker.Ammo1.Amount<=0)||!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireTwo");
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return A_JumpIf((invoker.Ammo1.Amount<=0)||FireCheck(),"FireTwo");
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}
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// load three
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EBR2 A 0 A_PlaySound("utrl/rotate",CHAN_6,0.1);
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EBR2 ABCDEFG 2 A_JumpIf(!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireTwo");
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EBR2 ABCDEFG 2 A_JumpIf(FireCheck(),"FireTwo");
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EBL3 A 0 A_PlaySound("utrl/load",CHAN_6);
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EBL3 ABCDEFG 3 A_JumpIf(!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireTwo");
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EBL3 ABCDEFG 3 A_JumpIf(FireCheck(),"FireTwo");
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EBR3 A 0
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{
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A_LoadRocket();
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return A_JumpIf((invoker.Ammo1.Amount<=0)||!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireThree");
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return A_JumpIf((invoker.Ammo1.Amount<=0)||FireCheck(),"FireThree");
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}
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// load four
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EBR3 A 0 A_PlaySound("utrl/rotate",CHAN_6,0.1);
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EBR3 ABCDEFG 2 A_JumpIf(!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireThree");
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EBR3 ABCDEFG 2 A_JumpIf(FireCheck(),"FireThree");
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EBL4 A 0 A_PlaySound("utrl/load",CHAN_6);
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EBL4 ABCDEFG 3 A_JumpIf(!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireThree");
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EBL4 ABCDEFG 3 A_JumpIf(FireCheck(),"FireThree");
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EBR4 A 0
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{
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A_LoadRocket();
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return A_JumpIf((invoker.Ammo1.Amount<=0)||!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireFour");
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return A_JumpIf((invoker.Ammo1.Amount<=0)||FireCheck(),"FireFour");
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}
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// load five
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EBR4 A 0 A_PlaySound("utrl/rotate",CHAN_6,0.1);
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EBR4 ABCDEFG 2 A_JumpIf(!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireFour");
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EBR4 ABCDEFG 2 A_JumpIf(FireCheck(),"FireFour");
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EBL5 A 0 A_PlaySound("utrl/load",CHAN_6);
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EBL5 ABCDEFG 3 A_JumpIf(!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireFour");
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EBL5 ABCDEFG 3 A_JumpIf(FireCheck(),"FireFour");
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EBR5 A 0
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{
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A_LoadRocket();
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return A_JumpIf((invoker.Ammo1.Amount<=0)||!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireFive");
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return A_JumpIf((invoker.Ammo1.Amount<=0)||FireCheck(),"FireFive");
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}
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// load six
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EBR5 A 0 A_PlaySound("utrl/rotate",CHAN_6,0.1);
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EBR5 ABCDEFG 2 A_JumpIf(!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireFive");
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EBR5 ABCDEFG 2 A_JumpIf(FireCheck(),"FireFive");
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EBL6 A 0 A_PlaySound("utrl/load",CHAN_6);
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EBL6 ABCDEF 3 A_JumpIf(!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireFive");
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EBL6 ABCDEF 3 A_JumpIf(FireCheck(),"FireFive");
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EBL6 F 0 A_LoadRocket();
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Goto FireSix;
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FireOne:
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