Add option to give Redeemer lowest selection priority so it's not autoselected when out of ammo on other weapons (enabled by default).

Switch ambientglow+brightmap shader to actually use brightmap textures directly. This bumps the version requirement to 3.5.0 and makes it sorta-possible to play with software rendering without seeing "invisible pickup models".
Re-ran all textures through optipng.
All add-ons have been updated accordingly.
This commit is contained in:
Marisa the Magician 2018-08-13 15:54:45 +02:00
commit d763744234
66 changed files with 36 additions and 90 deletions

View file

@ -560,13 +560,17 @@ Class RedeemerHUDHandler : EventHandler
Class WarheadLauncher : UTWeapon replaces BFG9000
{
transient CVar noswitchdeemer;
Actor guided;
override void Tick()
{
Super.Tick();
if ( !Owner ) return;
if ( !Owner || !Owner.player ) return;
if ( guided ) crosshair = 99;
else crosshair = 0;
if ( !noswitchdeemer ) noswitchdeemer = CVar.GetCVar('flak_noswitchdeemer',Owner.player);
if ( noswitchdeemer.GetBool() ) SelectionOrder = int.max;
else SelectionOrder = 0;
}
action void A_WarheadFire()
{