WIP stuff.
- Add ice death frames to Doomreal players. - Fix invisibility not reactivating on map transition. - Fix a certain option not graying out when prototype features were disabled. - Remove Doom Tournament spawner file as it will be used in the merge add-on. - Fix various weapons not respecting infinite ammo cheats/powerups. - Add HUD icons for the Razorclaw. - Add sanity checks to Minigun sentry for potential cases where it dies while shooting and this causes an abort. - Fix Biorifle altfire damage here too. - When UT splash is disabled, Biorifle globs increase in size by 1.4x on impact, as originally intended. - Eightball no longer loads a rocket after being selected and instead tweens to idle, like in the original. - Flak Cannon altfire has a slower reload, as it was meant to. - Adjust "give armor" cheat so it plays nicely with the merge add-on. - Fix 0.83 hud playing the "new weapon" flash for all players. - Made the 0.83 icon assignments moddable through external lists. - HUD will still display a weapon icon even if it uses no ammo (e.g.: Razorclaw).
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parent
71fc572952
commit
43f18514c2
38 changed files with 325 additions and 343 deletions
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@ -541,7 +541,8 @@ Class Automag : UnrealWeapon
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invoker.clipout = false;
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let aadd = min(invoker.Ammo1.Amount,invoker.default.clipcount-invoker.clipcount);
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invoker.clipcount += aadd;
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invoker.Ammo1.Amount -= aadd;
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if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
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invoker.Ammo1.Amount -= aadd;
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A_PlaySound("automag/reload",CHAN_WEAPON,!Dampener.Active(self)?1.:.1);
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayReloading();
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@ -576,7 +577,8 @@ Class Automag : UnrealWeapon
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invoker.slaveclipout = false;
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let aadd = min(invoker.Ammo1.Amount,invoker.default.slaveclipcount-invoker.slaveclipcount);
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invoker.slaveclipcount += aadd;
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invoker.Ammo1.Amount -= aadd;
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if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
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invoker.Ammo1.Amount -= aadd;
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A_PlaySound("automag/reload",CHAN_6,!Dampener.Active(self)?1.:.1);
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayReloading();
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