1.1 release:
- Hexen compatibility (Combiner Patch will be updated soon). - Environment Map shader fixes from Doom Tournament. - Buffed Stunner so it's actually useful. This goes against what the Unreal Bible indicated but whatever, the weapon would be useless otherwise. - "Superweapons" now have +ALWAYSPICKUP for consistency. - Sneaky Strife stuff: - Dispersion Pistol and Stunner have reduced alert radius. - Rename Peacemaker sprites to avoid conflict with peasant sprites.
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16 changed files with 339 additions and 281 deletions
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@ -323,7 +323,7 @@ Class DispersionAmmo : Actor
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action void A_DispExpl()
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{
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UTMainHandler.DoKnockback(tracer,(cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch)),6000);
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A_AlertMonsters();
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A_AlertMonsters(gameinfo.gametype&GAME_Strife?100:0);
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A_SprayDecal("RazorBlast",20);
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Spawn(invoker.LightClass,pos);
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Actor a;
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@ -344,6 +344,12 @@ Class DispersionAmmo : Actor
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UTMainHandler.DoBlast(self,80,6000);
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A_Explode(GetMissileDamage(0,0),80);
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}
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override int DoSpecialDamage( Actor target, int damage, Name damagetype )
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{
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if ( gameinfo.gametype&GAME_Strife )
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target.DaggerAlert(self.target);
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return damage;
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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@ -542,7 +548,7 @@ Class DispersionPistol : UnrealWeapon
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A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
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A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
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UTMainHandler.DoSwing(self,(FRandom[DPistol](-0.1,-0.3),FRandom[DPistol](-0.1,0.3)),2+invoker.upgradelevel*0.5,-0.3,3,SWING_Spring,0,3+invoker.upgradelevel);
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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if ( !Dampener.Active(self) ) A_AlertMonsters(gameinfo.gametype&GAME_Strife?120:0);
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A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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Vector3 x, y, z;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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@ -615,7 +621,7 @@ Class DispersionPistol : UnrealWeapon
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A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
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double ss = 0.5+invoker.chargesize*0.3;
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UTMainHandler.DoSwing(self,(FRandom[DPistol](-0.1,-0.3)*ss,FRandom[DPistol](-0.1,0.3))*ss,2+invoker.upgradelevel*0.5,-0.3,3,SWING_Spring,0,3+invoker.upgradelevel);
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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if ( !Dampener.Active(self) ) A_AlertMonsters(gameinfo.gametype&GAME_Strife?120:0);
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int qs = int(1+invoker.chargesize*0.3);
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A_QuakeEx(qs,qs,qs,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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Vector3 x, y, z;
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