Reduced drain rate of Enhanced Shock Rifle.

Block switching to Enhanced Shock Rifle when out of ammo.
Reduced the minimum velocity for landing sounds, should help with repeated thumping when walking down stairs.
This commit is contained in:
Marisa the Magician 2018-06-03 16:27:08 +02:00
commit fec0e03971
2 changed files with 9 additions and 4 deletions

View file

@ -1028,7 +1028,7 @@ Class EnhancedShockRifle : UTWeapon replaces InvulnerabilitySphere
Super.Tick();
if ( !Owner ) return;
ticcnt++;
if ( ticcnt < 35 ) return;
if ( ticcnt < 105 ) return;
ticcnt = 0;
DepleteAmmo(false,true,1);
}
@ -1071,6 +1071,11 @@ Class EnhancedShockRifle : UTWeapon replaces InvulnerabilitySphere
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
p.target = self;
}
override bool CheckAmmo( int fireMode, bool autoSwitch, bool requireAmmo, int ammocount )
{
if ( (Owner.player.ReadyWeapon != self) && (Ammo1.Amount <= 0) ) return false;
return Super.CheckAmmo(fireMode,autoSwitch,requireAmmo,ammocount);
}
Default
{
Tag "Enhanced Shock Rifle";

View file

@ -175,10 +175,10 @@ Class UTPlayer : DoomPlayer
if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("ut/playerfootstepwet",CHAN_5,abs(vel.xy.length())*0.03);
else A_PlaySound("ut/playerfootstep",CHAN_5,abs(vel.xy.length())*0.03);
}
if ( player.onground && !bNoGravity && !lastground && (lastvelz < -2) && (lastvelz >= -8) )
if ( player.onground && !bNoGravity && !lastground && (lastvelz < -4) && (lastvelz >= -8) )
{
if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("ut/wetsplash",CHAN_AUTO,abs(lastvelz*0.0625));
else A_PlaySound("*land",CHAN_AUTO,abs(lastvelz*0.0625));
if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("ut/wetsplash",CHAN_AUTO,abs(lastvelz*0.03));
else A_PlaySound("*land",CHAN_AUTO,abs(lastvelz*0.03));
}
lastground = player.onground;
lastvelz = prevvelz;