1.0.1 Release:
- Greatly improved responsiveness of Eightball. - Increase Betamag melee damage (15 → 25). - Reduce Demolisher visual sway. - Increase Razorclaw primary damage (6 → 10) and decrease interval (5 → 4). - Add random chance of forcing pain to each hit of Razorclaw primary (1/6 for bosses, 1/4 for normal enemies), making it a more viable melee weapon. - Razorclaw now propels you when fully submerged. - Fix Flame Gun not checking for the correct minimum ammo for secondary fire. - Replacements respect IsFinal. - HUD will display BasicArmor if available, for compatibility. - Fix alignment for non-standard item/ammo icons. - Fix Teleport Capsules having a choppy twiddle animation.
This commit is contained in:
parent
28d0912eda
commit
08361babe6
10 changed files with 111 additions and 26 deletions
|
|
@ -60,6 +60,7 @@ Class Bonesaw : UnrealWeapon
|
|||
{
|
||||
if ( d.HitType == TRACE_HitActor )
|
||||
{
|
||||
invoker.bFORCEPAIN = !Random[Bonesaw](0,d.HitActor.bBOSS?5:2);
|
||||
if ( d.HitLocation.z >= (d.HitActor.pos.z+d.HitActor.height*0.8) )
|
||||
dmg = d.HitActor.DamageMobj(invoker,self,dmg*2,'Decapitated',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
|
||||
else dmg = d.HitActor.DamageMobj(invoker,self,dmg,'slashed',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
|
||||
|
|
@ -83,7 +84,6 @@ Class Bonesaw : UnrealWeapon
|
|||
p.pitch = asin(-d.HitDir.z);
|
||||
}
|
||||
else A_PlaySound("ripper/flesh",CHAN_6);
|
||||
A_AlertMonsters();
|
||||
if ( invoker.bAltFire ) A_QuakeEx(3,3,3,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.13);
|
||||
else A_QuakeEx(1,1,1,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.06);
|
||||
return true;
|
||||
|
|
@ -94,14 +94,42 @@ Class Bonesaw : UnrealWeapon
|
|||
{
|
||||
UTMainHandler.DoSwing(self,(FRandom[Bonesaw](-1,1),FRandom[Bonesaw](-1,1)),0.3,-0.2,2,SWING_Spring,0,2);
|
||||
invoker.special1++;
|
||||
if ( invoker.special1 < 5 ) return;
|
||||
Vector3 x, y, z, origin;
|
||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*15+y*4-z*4);
|
||||
if ( waterlevel >= 3 )
|
||||
{
|
||||
UTMainHandler.DoKnockback(self,x,5000);
|
||||
for ( int i=0; i<3; i++ )
|
||||
{
|
||||
let b = Spawn("UTBubble",level.Vec3Offset(origin,FRandom[Bonesaw](-4,4)*y+FRandom[Bonesaw](-4,4)*z));
|
||||
b.scale *= .5;
|
||||
b.vel += vel*.5;
|
||||
}
|
||||
}
|
||||
if ( invoker.special1 < 4 ) return;
|
||||
invoker.special1 = 0;
|
||||
invoker.FireEffect();
|
||||
for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),6) || TryHit(angle-i*(45./16),6) ) return;
|
||||
A_AlertMonsters();
|
||||
for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),10) || TryHit(angle-i*(45./16),10) ) return;
|
||||
}
|
||||
action void A_Clamp()
|
||||
{
|
||||
invoker.FireEffect();
|
||||
A_AlertMonsters();
|
||||
Vector3 x, y, z, origin;
|
||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*15+y*4-z*4);
|
||||
if ( waterlevel >= 3 )
|
||||
{
|
||||
UTMainHandler.DoKnockback(self,x,20000);
|
||||
for ( int i=0; i<12; i++ )
|
||||
{
|
||||
let b = Spawn("UTBubble",level.Vec3Offset(origin,FRandom[Bonesaw](-4,4)*y+FRandom[Bonesaw](-4,4)*z));
|
||||
b.scale *= .5;
|
||||
b.vel += vel*.5;
|
||||
}
|
||||
}
|
||||
for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),30) || TryHit(angle-i*(45./16),30) ) return;
|
||||
}
|
||||
Default
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue