Release Candidate 3 Hotfix 1:

- Small fix for Amplifier.
- Add note about the fact the Protomag is more accurate, because people don't
  seem to notice.
This commit is contained in:
Marisa the Magician 2019-10-11 00:54:21 +02:00
commit 0bb3e463cc
2 changed files with 12 additions and 6 deletions

View file

@ -111,7 +111,13 @@ Class Amplifier : UnrealInventory
let d = Amplifier(Owner.FindInventory("Amplifier"));
if ( !d || !d.bActive ) return 1.;
double Multiplier = max(1,4*(double(d.Charge-val)/d.DefaultCharge));
d.DrainCharge(val);
if ( d.DrainCharge(val) )
{
d.Owner.A_PlaySound("amplifier/unset",CHAN_ITEM);
if ( d.Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_AMPLIFIER"));
if ( d.tracer ) d.tracer.Destroy();
if ( d.Amount <= 0 ) d.DepleteOrDestroy();
}
return Multiplier;
}
override bool Use( bool pickup )
@ -132,12 +138,12 @@ Class Amplifier : UnrealInventory
}
else if ( !bActive && tracer ) tracer.Destroy();
if ( !bActive ) return;
if ( (Charge <= 0) || (!(level.maptime%35) && DrainCharge(2)) )
if ( !(level.maptime%35) && DrainCharge(2) )
{
Owner.A_PlaySound("amplifier/set",CHAN_ITEM);
Owner.A_PlaySound("amplifier/unset",CHAN_ITEM);
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_AMPLIFIER"));
if ( tracer ) tracer.Destroy();
DepleteOrDestroy();
if ( Amount <= 0 ) DepleteOrDestroy();
}
}
States