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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693933ebfb
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1207748311
16 changed files with 339 additions and 281 deletions
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@ -167,7 +167,7 @@ Class StunProj : Actor
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SetOrigin(t.Results.HitPos-t.Results.HitVector*4,false);
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StunExplode();
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Actor a = t.Results.HitActor;
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a.DamageMobj(self,target,max(1,int(4*specialf1)),'jolted',DMG_USEANGLE,atan2(t.Results.HitVector.y,t.Results.HitVector.x));
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a.DamageMobj(self,target,max(1,int(10*specialf1)),'jolted',DMG_USEANGLE,atan2(t.Results.HitVector.y,t.Results.HitVector.x));
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if ( !a.bDONTTHRUST )
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{
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UTMainHandler.DoKnockback(a,t.Results.HitVector,(bAMBUSH?-22000:26000)*specialf1);
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@ -208,10 +208,9 @@ Class StunProj : Actor
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{
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moving = false;
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SetStateLabel("Death");
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A_Explode(int(0.6*specialf1),50);
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A_QuakeEx(1,1,1,3,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollintensity:0.2);
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A_PlaySound("stun/hit",CHAN_VOICE,pitch:FRandom[Stunner](1.5,1.9)-0.08*specialf1);
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UTMainHandler.DoBlast(self,50,(bAMBUSH?-7000:11000)*specialf1);
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A_AlertMonsters(gameinfo.gametype&GAME_Strife?100:0);
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Vector3 dir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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int numpt = Random[ExploS](10,15);
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for ( int i=0; i<numpt; i++ )
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@ -223,6 +222,12 @@ Class StunProj : Actor
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s.vel = pvel;
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}
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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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Default
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{
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Obituary "$O_STUNNER";
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@ -237,6 +242,7 @@ Class StunProj : Actor
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+NODAMAGETHRUST;
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+NOTELEPORT;
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+FORCEXYBILLBOARD;
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+NOEXTREMEDEATH;
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}
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States
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{
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@ -368,7 +374,7 @@ Class Stunner : UnrealWeapon
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LineTrace(angle,60,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
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if ( d.HitType == TRACE_HitActor )
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{
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int dmg = int(5*invoker.chargesize);
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int dmg = int(12*invoker.chargesize);
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if ( d.HitLocation.z >= (d.HitActor.pos.z+d.HitActor.height*0.81) )
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dmg = d.HitActor.DamageMobj(invoker,self,dmg*2,'Decapitated',DMG_THRUSTLESS);
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else dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
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@ -405,7 +411,7 @@ Class Stunner : UnrealWeapon
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A_OverlayFlags(-2,PSPF_RenderStyle,true);
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A_OverlayRenderStyle(-2,STYLE_Add);
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StunnerAmmo(weap.Ammo1).rechargephase = 0;
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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if ( !Dampener.Active(self) && !(gameinfo.gametype&GAME_Strife) ) A_AlertMonsters();
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}
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action State A_ChargeUp()
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{
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@ -416,7 +422,7 @@ Class Stunner : UnrealWeapon
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StunnerAmmo(weap.Ammo1).rechargephase = 0;
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UTMainHandler.DoSwing(self,(FRandom[Stunner](-1,1),FRandom[Stunner](-1,1)),0.02*invoker.chargesize,0,2,SWING_Spring);
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A_WeaponOffset(FRandom[Stunner](-1,1)*1.2*invoker.chargesize,32+FRandom[Stunner](-1,1)*1.2*invoker.chargesize);
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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if ( !Dampener.Active(self) && !(gameinfo.gametype&GAME_Strife) ) A_AlertMonsters();
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if ( invoker.chargesize >= 5. )
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{
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invoker.count += 1./35.;
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@ -451,6 +457,7 @@ Class Stunner : UnrealWeapon
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Weapon.AmmoGive 50;
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UTWeapon.DropAmmo 50;
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+WEAPON.WIMPY_WEAPON;
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+NOEXTREMEDEATH;
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}
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States
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{
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