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.
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2 changed files with 12 additions and 6 deletions
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@ -218,8 +218,8 @@ no need to reload. An experimental entanglement unit inside the gun's internal
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mag locates spare ammunition carried by the user and automatically loads it.
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mag locates spare ammunition carried by the user and automatically loads it.
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Both of its fire modes work exactly like the Automag, although due to
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Both of its fire modes work exactly like the Automag, although due to
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internal differences, it's a bit weaker in terms of speed and damage. The fact
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internal differences, it's a bit weaker in terms of speed and damage. However
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that it never needs to reload at least compensates for this.
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it compensates by being much more accurate, even when rapid firing.
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Pressing the reload button makes use of the gun's weight to beat the crap out
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Pressing the reload button makes use of the gun's weight to beat the crap out
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of your enemies up close.
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of your enemies up close.
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@ -111,7 +111,13 @@ Class Amplifier : UnrealInventory
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let d = Amplifier(Owner.FindInventory("Amplifier"));
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let d = Amplifier(Owner.FindInventory("Amplifier"));
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if ( !d || !d.bActive ) return 1.;
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if ( !d || !d.bActive ) return 1.;
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double Multiplier = max(1,4*(double(d.Charge-val)/d.DefaultCharge));
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double Multiplier = max(1,4*(double(d.Charge-val)/d.DefaultCharge));
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d.DrainCharge(val);
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if ( d.DrainCharge(val) )
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{
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d.Owner.A_PlaySound("amplifier/unset",CHAN_ITEM);
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if ( d.Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_AMPLIFIER"));
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if ( d.tracer ) d.tracer.Destroy();
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if ( d.Amount <= 0 ) d.DepleteOrDestroy();
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}
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return Multiplier;
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return Multiplier;
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}
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}
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override bool Use( bool pickup )
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override bool Use( bool pickup )
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@ -132,12 +138,12 @@ Class Amplifier : UnrealInventory
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}
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}
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else if ( !bActive && tracer ) tracer.Destroy();
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else if ( !bActive && tracer ) tracer.Destroy();
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if ( !bActive ) return;
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if ( !bActive ) return;
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if ( (Charge <= 0) || (!(level.maptime%35) && DrainCharge(2)) )
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if ( !(level.maptime%35) && DrainCharge(2) )
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{
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{
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Owner.A_PlaySound("amplifier/set",CHAN_ITEM);
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Owner.A_PlaySound("amplifier/unset",CHAN_ITEM);
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if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_AMPLIFIER"));
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if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_AMPLIFIER"));
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if ( tracer ) tracer.Destroy();
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if ( tracer ) tracer.Destroy();
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DepleteOrDestroy();
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if ( Amount <= 0 ) DepleteOrDestroy();
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}
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}
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}
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}
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States
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States
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