1.1.3 mini-update:

- Added hacky ammo displays.
 - Removed swingers.
 - Updated patron credits.
This commit is contained in:
Marisa the Magician 2021-01-24 14:32:13 +01:00
commit eaf19d3007
55 changed files with 293 additions and 199 deletions

View file

@ -344,11 +344,7 @@ Class ShockBeam : Actor
ExplodeMissile(null,t.Results.HitActor);
if ( t.Results.HitActor is 'ShockHitbox' )
{
if ( target )
{
target.TakeInventory('ShockAmmo',2);
UTMainHandler.DoSwing(target,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),5,-1,3,SWING_Spring,3,6);
}
if ( target ) target.TakeInventory('ShockAmmo',2);
let b = t.Results.HitActor.target;
UTMainHandler.DoBlast(b,250,70000);
b.ExplodeMissile(null,self);
@ -581,11 +577,7 @@ Class SuperShockBeam : Actor
ExplodeMissile(null,t.Results.HitActor);
if ( t.Results.HitActor is 'ShockHitbox' )
{
if ( target )
{
target.TakeInventory('EnhancedShockAmmo',1);
UTMainHandler.DoSwing(target,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),10,-2,3,SWING_Spring,3,6);
}
if ( target ) target.TakeInventory('EnhancedShockAmmo',1);
let b = t.Results.HitActor.target;
UTMainHandler.DoBlast(b,400,70000);
b.ExplodeMissile(null,self);
@ -1069,7 +1061,6 @@ Class ShockRifle : UTWeapon
A_StartSound("shock/fire",CHAN_WEAPON,CHANF_OVERLAP);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(128,128,0,255),1);
UTMainHandler.DoSwing(self,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),2,-0.3,3,SWING_Spring,0,4);
A_AlertMonsters();
A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
@ -1107,7 +1098,6 @@ Class ShockRifle : UTWeapon
A_StartSound("shock/altfire",CHAN_WEAPON,CHANF_OVERLAP);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(128,128,0,255),1);
UTMainHandler.DoSwing(self,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),3,-0.4,3,SWING_Spring,0,4);
A_AlertMonsters();
A_QuakeEx(2,2,2,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
@ -1252,7 +1242,6 @@ Class EnhancedShockRifle : UTWeapon
A_StartSound("shock/fire",CHAN_WEAPON,CHANF_OVERLAP);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(128,255,128,0),1);
UTMainHandler.DoSwing(self,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),4,-0.6,3,SWING_Spring,0,4);
A_AlertMonsters();
A_QuakeEx(3,3,3,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15);
Vector3 x, y, z;
@ -1290,7 +1279,6 @@ Class EnhancedShockRifle : UTWeapon
A_StartSound("shock/altfire",CHAN_WEAPON,CHANF_OVERLAP);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(128,255,128,0),1);
UTMainHandler.DoSwing(self,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),6,-0.8,3,SWING_Spring,0,4);
A_AlertMonsters();
A_QuakeEx(3,3,3,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15);
Vector3 x, y, z;