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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@ -143,6 +143,7 @@ Class UPlayer : UTPlayer
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if ( !(AllActorClasses[i].GetParentClass() is "UnrealArmor") ) continue;
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let item = Inventory(Spawn(AllActorClasses[i]));
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item.ClearCounters(); // don't increase item counts
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item.Amount = item.MaxAmount;
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if ( !item.CallTryPickup(self) ) item.Destroy();
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}
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if ( !giveall ) return;
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@ -761,8 +762,9 @@ Class UTeleportFog : Actor
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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Spawn("UTTeleportLight",pos+(0,0,16));
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A_PlaySound ("misc/teleport");
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Spawn("UTTeleportLight",Vec3Offset(0,0,16));
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A_PlaySound("misc/teleport",volume:.5);
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Spawn("UTeleportParticles",Vec3Offset(0,0,16));
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}
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States
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{
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@ -772,6 +774,31 @@ Class UTeleportFog : Actor
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}
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}
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Class UTeleportParticles : UTParticleMesh
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{
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Default
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{
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Tag "telepo;UTeleParticle";
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Args 21;
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ReactionTime 35;
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XScale 0.06;
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YScale 0.16;
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}
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}
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Class UTeleParticle : UTMeshParticle
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{
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Default
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{
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Scale 0.2;
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}
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States
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{
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Spawn:
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TPNT A -1 Bright;
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Stop;
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}
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}
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Class UnrealWeapon : UTWeapon
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{
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override void FireEffect()
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@ -892,9 +919,11 @@ Class UnrealMainHandler : EventHandler
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TarydiumDebuff t;
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while ( t = TarydiumDebuff(ti.Next()) )
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{
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if ( (t.victim != e.Thing) || t.reentrant ) continue; // make sure to skip any debuffs that already blew up to prevent infinite recursion on chain reactions
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t.Amount += e.Damage/2;
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t.BlowUp();
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if ( (t.victim != e.Thing) || t.exploding ) continue; // make sure to skip any debuffs that already blew up to prevent infinite recursion on chain reactions
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t.Amount += e.Damage;
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// stunner/asmd and others deal extra explosive charge
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if ( e.DamageType == 'jolted' ) t.Amount += 50+e.Damage;
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t.exploding = true;
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break;
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}
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}
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@ -1082,21 +1111,21 @@ Class UnrealMainHandler : EventHandler
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else if ( e.Replacee == 'RadSuit' ) e.Replacement = 'UJumpBoots';
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else if ( e.Replacee == 'ArtiFly' ) e.Replacement = 'UJumpBoots';
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else if ( (e.Replacee == 'Backpack') || (e.Replacee == 'BagOfHolding') ) e.Replacement = 'UnrealBackpack';
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else if ( (e.Replacee == 'ArmorBonus') || (e.Replacee == 'ArtiTimeBomb') ) e.Replacement = 'Flare';
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else if ( (e.Replacee == 'ArmorBonus') || (e.Replacee == 'ArtiTimeBomb') )
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{
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if ( Random[Replacements](0,3) ) e.Replacement = 'UArmorBonus';
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else e.Replacement = 'Flare';
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}
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else if ( (e.Replacee == 'HealthBonus') || (e.Replacee == 'CrystalVial') ) e.Replacement = 'Bandages';
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else if ( (e.Replacee == 'GreenArmor') || (e.Replacee == 'Silvershield') ) e.Replacement = 'KevlarSuit';
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else if ( (e.Replacee == 'BlueArmor') || (e.Replacee == 'EnchantedShield') ) e.Replacement = 'UArmor';
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else if ( e.Replacee == 'Stimpack' )
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else if ( (e.Replacee == 'Stimpack') || (e.Replacee == 'ArtiHealth') )
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{
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if ( !Random[Replacements](0,2) ) e.Replacement = 'UHealth';
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if ( Random[Replacements](0,1) ) e.Replacement = 'UHealth';
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else if ( Random[Replacements](0,2) ) e.Replacement = 'NaliFruit';
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else e.Replacement = 'Seeds';
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}
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else if ( e.Replacee == 'Medikit' ) e.Replacement = 'UHealth';
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else if ( e.Replacee == 'ArtiHealth' )
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{
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if ( !Random[Replacements](0,2) ) e.Replacement = 'UHealth';
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else e.Replacement = 'Seeds';
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}
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else if ( e.Replacee == 'ArtiTeleport' )
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{
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// I have no idea what to replace this with, so just have some random stuff
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@ -1121,7 +1150,7 @@ Class UnrealMainHandler : EventHandler
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e.Replacement = 'VoiceBox';
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break;
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case 6:
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e.Replacement = 'SentryItem';
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e.Replacement = 'SentryGunItem';
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break;
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case 7:
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e.Replacement = 'Peacemaker';
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