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:
Marisa the Magician 2019-10-28 10:54:51 +01:00
commit 08361babe6
10 changed files with 111 additions and 26 deletions

View file

@ -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