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

@ -401,6 +401,7 @@ Class Eightball : UnrealWeapon
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
A_Overlay(-9999,"Null");
invoker.special1 = 0;
if ( weap.bAltFire )
{
@ -592,28 +593,35 @@ Class Eightball : UnrealWeapon
#### # 5
{
A_Overlay(-9999,"Null");
A_PlaySound("utrl/load",CHAN_6,Dampener.Active(self)?.03:.3);
A_PlaySound("utrl/load",CHAN_WEAPON,Dampener.Active(self)?.03:.3);
if ( invoker.bSingleRocket = !invoker.bSingleRocket )
A_Print(StringTable.Localize("$M_SINGLEROCKETON"));
else A_Print(StringTable.Localize("$M_SINGLEROCKETOFF"));
}
Goto Idle;
Dummy2:
TNT1 A 1
{
if ( !(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)) )
player.SetPSprite(PSP_WEAPON,ResolveState("Release"));
}
Wait;
Fire:
AltFire:
// one is loaded already
#### # 1
{
A_Overlay(-9999,"Null");
A_Overlay(-9999,"Dummy2");
A_LoadRocket(false);
}
#### # 3 A_JumpIf(!invoker.bAltFire&&invoker.bSingleRocket,"Release");
#### # 0 A_JumpIf(!invoker.bAltFire&&invoker.bSingleRocket,"Release");
#### # 0 A_LoadedRefire(1);
Goto Release;
Loading:
EBLI A 0;
EBLL A 0 A_LoadRocket();
EBLL A 0 A_PlaySound("utrl/load",CHAN_6,Dampener.Active(self)?.1:1.);
EBLL A 0 A_PlaySound("utrl/load",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
EBLL ABCDEFGHIJK 1;
EBLL L 0 A_LoadRocket();
EBLL L 0 A_PlaySound("utrl/rotate",CHAN_ITEM,Dampener.Active(self)?.01:.1);
EBLL LMNOPQRSTUVWXYZ[ 1;
EBLL Z 0;