Overhaul to how reloading works, not much else has happened.

Addition to HUD for showing clip counts (kinda cheap-looking, but still better than what Oldskool did).
Charge for some weapons and loaded rockets for eightball also use the clipcount display, like in Doom Tournament.
Small fixups for dual wielding logic.
This commit is contained in:
Marisa the Magician 2019-09-17 02:47:13 +02:00
commit 225ffcc1e9
28 changed files with 307 additions and 123 deletions

View file

@ -266,7 +266,7 @@ Class VoiceBox : UnrealInventory
Tag "$T_VOICEBOX";
Inventory.PickupMessage "$I_VOICEBOX";
Inventory.Icon "I_VoiceB";
Inventory.MaxAmount 3;
Inventory.MaxAmount 2;
UnrealInventory.Charge 600;
}
override void DoEffect()
@ -1117,7 +1117,7 @@ Class Forcefield : UnrealInventory
Tag "$T_FORCEFIELD";
Inventory.PickupMessage "$I_FORCEFIELD";
Inventory.Icon "I_ForceF";
Inventory.MaxAmount 5;
Inventory.MaxAmount 3;
}
override bool Use( bool pickup )
{
@ -2082,8 +2082,8 @@ Class MinigunSentryBase : Actor
Tag "$T_SENTRY";
Health sentryhealth;
Mass int.max;
Radius 12;
Height 48;
Radius 8;
Height 46;
+SOLID;
+SHOOTABLE;
+NOBLOOD;
@ -2245,7 +2245,7 @@ Class SentryGunItem : UnrealInventory
{
Tag "$T_OSENTRY";
Inventory.Icon "I_OSntry";
Inventory.MaxAmount 3;
Inventory.MaxAmount 2;
Inventory.PickupMessage "$I_OSENTRY";
Inventory.RespawnTics 1050;
}
@ -2363,8 +2363,8 @@ Class SentryGun : Actor
Tag "$T_OSENTRY";
Health 50;
Mass int.max;
Radius 10;
Height 24;
Radius 6;
Height 18;
+SOLID;
+SHOOTABLE;
+NOBLOOD;