All misc items implemented. Enhanced Shock Rifle implemented.

Going to focus on the HUD now while at the same time doing the remaining weapons.
This commit is contained in:
Marisa the Magician 2018-05-21 20:28:17 +02:00
commit d3da87cefe
310 changed files with 2236 additions and 77 deletions

View file

@ -3,7 +3,7 @@ Class Tier4Ammo : RandomSpawner replaces ClipBox
Default
{
DropItem "PulseAmmo", 255, 1;
//DropItem "RipperAmmo", 255, 1;
DropItem "RipperAmmo", 255, 1;
}
}
@ -12,11 +12,11 @@ Class Tier4Weapon : RandomSpawner replaces Chaingun
Default
{
DropItem "PulseGun", 255, 1;
//DropItem "Ripper", 255, 1;
DropItem "Ripper2", 255, 1;
}
}
Class PulseAmmo : Ammo
Class PulseAmmo : UTAmmo
{
Default
{
@ -27,6 +27,7 @@ Class PulseAmmo : Ammo
Ammo.BackpackAmount 50;
Ammo.BackpackMaxAmount 400;
Ammo.DropAmount 25;
UTAmmo.UsedInSlot AMMO_SLOT5;
}
States
{
@ -486,7 +487,7 @@ Class PulseGun : UTWeapon
Release:
PGNC A 0 A_PlaySound("pulse/down",CHAN_WEAPON);
PGNC ABCDEFGHIJKLMNOPQRSTUVWXY 1;
PGNI A 1;
PGNC Y 0;
Goto Idle;
AltFire:
PGBS ABCDE 1;
@ -526,7 +527,8 @@ Class PulseGun : UTWeapon
PGBE ABCDE 1;
Goto Idle;
Reload:
PGNI A 1 A_JumpIf(invoker.clipcount >= 50,"Idle");
PGNI A 1;
PGNI A 0 A_JumpIf(invoker.clipcount >= 50,"Idle");
PGNR A 1 A_Reloading();
PGNR BCDEFGHIJKLMNOPQRSTUVWXYZ 1;
PGR2 ABCDEFGHIJKLMNOPQRSTUVWX 1;