- [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

@ -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();