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

@ -9,7 +9,7 @@ Class UInvisibility : UnrealInventory
Inventory.Icon "I_Invis";
Inventory.PickupMessage "$I_INVISIBILITY";
Inventory.RespawnTics 3500;
Inventory.MaxAmount 2;
Inventory.MaxAmount 1;
UnrealInventory.Charge 100;
}
override bool Use( bool pickup )
@ -97,7 +97,7 @@ Class Amplifier : UnrealInventory
Inventory.Icon "I_Amp";
Inventory.PickupMessage "$I_AMPLIFIER";
Inventory.RespawnTics 3150;
Inventory.MaxAmount 2;
Inventory.MaxAmount 1;
UnrealInventory.Charge 1000;
}
static double GetMult( Actor Owner, int val )
@ -194,10 +194,10 @@ Class UJumpBoots : UnrealInventory
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
+INVENTORY.ALWAYSPICKUP;
Inventory.MaxAmount 3;
Inventory.Icon "I_Boots";
Inventory.PickupMessage "$I_LBOOTS";
Inventory.RespawnTics 1050;
Inventory.MaxAmount 1;
UnrealInventory.Charge 3;
}
override bool Use( bool pickup )