Beta 5 Goddamn Hotfix 4:
- Correct ammo use values for Dispersion Pistol upgrade levels (1→2→4→5→6), odd progression, I know. - Stunner also has the same deathmatch regeneration behaviour as the Dispersion Pistol now. - Corrected how the ammo regen speed works for both weapons.
This commit is contained in:
parent
b7f1e4921b
commit
3926b5e574
3 changed files with 12 additions and 6 deletions
|
|
@ -67,9 +67,10 @@ Class DefaultAmmo : Ammo
|
|||
override void DoEffect()
|
||||
{
|
||||
Super.Tick();
|
||||
rechargespeed = max(1.1,0.11*Amount);
|
||||
if ( rechargespeed <= 0. ) rechargespeed = 1.1;
|
||||
rechargephase += 1./rechargespeed;
|
||||
if ( rechargephase < 35 ) return;
|
||||
rechargespeed = max(1.1,0.11*Amount);
|
||||
rechargephase = 0;
|
||||
Amount = min(Amount+1,MaxAmount);
|
||||
}
|
||||
|
|
@ -504,6 +505,7 @@ Class DispersionPistol : UnrealWeapon
|
|||
else weap.Ammo1.Amount -= invoker.MainUse;
|
||||
}
|
||||
DefaultAmmo(weap.Ammo1).rechargephase = (((weap.Ammo1.Amount>0)||!deathmatch)?0:30);
|
||||
DefaultAmmo(weap.Ammo1).rechargespeed = 1.1;
|
||||
switch ( ulevel )
|
||||
{
|
||||
case 0:
|
||||
|
|
@ -569,6 +571,7 @@ Class DispersionPistol : UnrealWeapon
|
|||
if ( self is 'UTPlayer' )
|
||||
UTPlayer(self).PlayAttacking3();
|
||||
DefaultAmmo(weap.Ammo1).rechargephase = (((weap.Ammo1.Amount>0)||!deathmatch)?0:30);
|
||||
DefaultAmmo(weap.Ammo1).rechargespeed = 1.1;
|
||||
A_PlaySound("dpistol/altfire",CHAN_WEAPON,Dampener.Active(self)?.4:1.);
|
||||
double mult = Amplifier.GetMult(self,int(invoker.ChargeSize*50)+50);
|
||||
invoker.FireEffect();
|
||||
|
|
@ -878,9 +881,10 @@ Class DispersionPistol : UnrealWeapon
|
|||
#### # 1
|
||||
{
|
||||
A_Overlay(-9999,"Null");
|
||||
invoker.MainUse = min(6,invoker.upgradelevel+1);
|
||||
invoker.UpdateSelectionOrder();
|
||||
invoker.upgradelevel++;
|
||||
invoker.MainUse = invoker.upgradelevel+1;
|
||||
if ( invoker.upgradelevel > 1 ) invoker.MainUse++;
|
||||
invoker.UpdateSelectionOrder();
|
||||
if ( invoker.upgradelevel == 0 ) return ResolveState("Idle");
|
||||
else if ( invoker.upgradelevel == 1 ) return ResolveState("Upgrade1");
|
||||
else if ( invoker.upgradelevel == 2 ) return ResolveState("Upgrade2");
|
||||
|
|
|
|||
|
|
@ -13,9 +13,10 @@ Class StunnerAmmo : Ammo
|
|||
override void DoEffect()
|
||||
{
|
||||
Super.Tick();
|
||||
rechargespeed = max(2.,.2*Amount);
|
||||
if ( rechargespeed <= 0. ) rechargespeed = 2.;
|
||||
rechargephase += 1./rechargespeed;
|
||||
if ( rechargephase < 7 ) return;
|
||||
rechargespeed = max(2.,.2*Amount);
|
||||
rechargephase = 0;
|
||||
Amount = min(Amount+1,MaxAmount);
|
||||
}
|
||||
|
|
@ -283,7 +284,8 @@ Class Stunner : UnrealWeapon
|
|||
invoker.bCharging = false;
|
||||
if ( self is 'UTPlayer' )
|
||||
UTPlayer(self).PlayAttacking3();
|
||||
StunnerAmmo(weap.Ammo1).rechargephase = ((weap.Ammo1.Amount>0)?0:5);
|
||||
StunnerAmmo(weap.Ammo1).rechargephase = (((weap.Ammo1.Amount>0)||!deathmatch)?0:5);
|
||||
StunnerAmmo(weap.Ammo1).rechargespeed = 2.;
|
||||
A_PlaySound("stun/fire",CHAN_WEAPON,Dampener.Active(self)?.4:1.,pitch:1.2-invoker.chargesize*0.06);
|
||||
double mult = Amplifier.GetMult(self,int(invoker.ChargeSize*50)+50);
|
||||
invoker.FireEffect();
|
||||
|
|
|
|||
|
|
@ -203,7 +203,7 @@ Class UPlayer : UTPlayer
|
|||
else
|
||||
{
|
||||
dsp.pendingupgrade = dsp.upgradelevel = 4;
|
||||
dsp.MainUse = min(6,dsp.upgradelevel+1);
|
||||
dsp.MainUse = 6;
|
||||
dsp.UpdateSelectionOrder();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue