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.
This commit is contained in:
parent
c44512e312
commit
0cb76eb03a
30 changed files with 270 additions and 117 deletions
|
|
@ -8,6 +8,10 @@ Class Bandages : Health
|
|||
Inventory.PickupSound "misc/u1heal";
|
||||
Inventory.RespawnTics 700;
|
||||
}
|
||||
override String PickupMessage()
|
||||
{
|
||||
return String.Format("%s +%d",PickupMsg,Amount);
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
|
@ -26,6 +30,10 @@ Class UHealth : Health
|
|||
Inventory.PickupSound "misc/u1heal";
|
||||
Inventory.RespawnTics 700;
|
||||
}
|
||||
override String PickupMessage()
|
||||
{
|
||||
return String.Format("%s +%d",PickupMsg,Amount);
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
|
@ -40,12 +48,15 @@ Class NaliFruit : Health
|
|||
Default
|
||||
{
|
||||
Tag "$T_FRUIT";
|
||||
Scale 0.05;
|
||||
Inventory.Amount 0;
|
||||
Inventory.Amount 29;
|
||||
Inventory.PickupMessage "$I_FRUIT";
|
||||
Inventory.PickupSound "misc/u1heal";
|
||||
Inventory.RespawnTics 175;
|
||||
}
|
||||
override String PickupMessage()
|
||||
{
|
||||
return String.Format("%s +%d",PickupMsg,Amount);
|
||||
}
|
||||
override bool TryPickup( in out Actor toucher )
|
||||
{
|
||||
if ( Amount < 2 ) return false;
|
||||
|
|
@ -54,7 +65,7 @@ Class NaliFruit : Health
|
|||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if ( !InStateSequence(CurState,FindState("Spawn")) ) return;
|
||||
if ( !InStateSequence(CurState,FindState("Grow")) ) return;
|
||||
if ( frame > 25 ) return;
|
||||
cnt++;
|
||||
if ( cnt < 300 ) return;
|
||||
|
|
@ -63,8 +74,12 @@ Class NaliFruit : Health
|
|||
States
|
||||
{
|
||||
Spawn:
|
||||
FRUT A 0 NoDelay
|
||||
FRUT \[ 12;
|
||||
Loop;
|
||||
Grow:
|
||||
FRUT A 0
|
||||
{
|
||||
A_SetScale(0.05);
|
||||
invoker.Amount = 0;
|
||||
invoker.cnt = 0;
|
||||
}
|
||||
|
|
@ -76,8 +91,7 @@ Class NaliFruit : Health
|
|||
A_SetTics(Random[Fruit](1,3)*35);
|
||||
}
|
||||
FRUT BCDEFGHIJKLMNOPQRSTUVWXYZ 32;
|
||||
FRUT \[ 12;
|
||||
Goto Spawn+29;
|
||||
Goto Spawn;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -163,6 +177,7 @@ Class SeedProj : Actor
|
|||
if ( Scale.x <= 0.05 )
|
||||
{
|
||||
let f = Spawn("NaliFruit",pos);
|
||||
f.SetStateLabel("Grow");
|
||||
f.angle = Random[Fruit](0,359);
|
||||
Destroy();
|
||||
}
|
||||
|
|
@ -217,6 +232,7 @@ Class SuperHealth : Health
|
|||
Inventory.PickupSound "misc/u1heal";
|
||||
Inventory.RespawnTics 3500;
|
||||
}
|
||||
// this one doesn't print the heal amount
|
||||
override void PostBeginPlay()
|
||||
{
|
||||
Super.PostBeginPlay();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue