Beta 5.
- [flak_m] Implement particle meshes. - Append heal amount to health pickups (excl. superhealth). - Armor Bonus item. - Overhaul Stinger explosive charge behaviour, more in line with 0.83 and the novels. - Fix: Dispersion Pistol should only have infinite ammo in deathmatch. - Dispersion Pistol altfire always at level 0 if below 10 ammo. - More Fireblaster tweaks and touches and whatnot. Now fires in 3 bursts of 3 projectiles. And there's more damage and whatnot, it should stop sucking. - Capped fire effects for huge actors. - Reduced flames per tic on Flamethrower, to see if this causes less performance issues. May roll back if this was a bad idea. - Snuck in some longer versions of a couple player sounds. - [oldsounds] Added higher quality dispersion pistol select sound.
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30 changed files with 270 additions and 117 deletions
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@ -247,3 +247,32 @@ Class PowerShield : UnrealArmor
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Stop;
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}
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}
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Class UArmorBonus : UArmor
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{
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override void AbsorbDamage( int damage, Name damageType, out int newdamage )
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{
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absorb = Clamp(Amount-50,25,100);
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Super.AbsorbDamage(damage,damageType,newdamage);
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}
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Default
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{
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Tag "$T_ARMORBONUS";
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+COUNTITEM;
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+INVENTORY.ALWAYSPICKUP;
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Inventory.Amount 5;
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Inventory.MaxAmount 200;
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Inventory.InterHubAmount 200;
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UTArmor.ArmorAbsorption 25;
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UnrealArmor.AbsorptionPriority 1;
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Inventory.PickupMessage "$I_ARMORBONUS";
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Inventory.PickupSound "misc/u1armor";
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Inventory.Icon "I_Bonus";
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}
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States
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{
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Spawn:
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XANH A -1;
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Stop;
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}
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}
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