- [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.
This commit is contained in:
Marisa the Magician 2019-10-02 17:40:09 +02:00
commit 0cb76eb03a
30 changed files with 270 additions and 117 deletions

View file

@ -247,3 +247,32 @@ Class PowerShield : UnrealArmor
Stop;
}
}
Class UArmorBonus : UArmor
{
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
{
absorb = Clamp(Amount-50,25,100);
Super.AbsorbDamage(damage,damageType,newdamage);
}
Default
{
Tag "$T_ARMORBONUS";
+COUNTITEM;
+INVENTORY.ALWAYSPICKUP;
Inventory.Amount 5;
Inventory.MaxAmount 200;
Inventory.InterHubAmount 200;
UTArmor.ArmorAbsorption 25;
UnrealArmor.AbsorptionPriority 1;
Inventory.PickupMessage "$I_ARMORBONUS";
Inventory.PickupSound "misc/u1armor";
Inventory.Icon "I_Bonus";
}
States
{
Spawn:
XANH A -1;
Stop;
}
}