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).
This commit is contained in:
Marisa the Magician 2019-11-27 21:37:22 +01:00
commit 43f18514c2
38 changed files with 325 additions and 343 deletions

View file

@ -51,13 +51,10 @@ Class BigAmmo : Ammo
r.target = target;
r.tracer = tracer;
r.bDropped = bDropped;
Destroy();
}
else
{
Owner.RemoveInventory(self);
Destroy();
r.bNeverRespawn = bNeverRespawn;
}
else Owner.RemoveInventory(self);
Destroy();
}
States
{
@ -294,13 +291,10 @@ Class BigGun : UnrealWeapon
r.target = target;
r.tracer = tracer;
r.bDropped = bDropped;
Destroy();
}
else
{
Owner.RemoveInventory(self);
Destroy();
r.bNeverRespawn = bNeverRespawn;
}
else Owner.RemoveInventory(self);
Destroy();
}
override int, int, bool, bool GetClipAmount()
{
@ -579,7 +573,8 @@ Class BigGun : UnrealWeapon
invoker.clipout = false;
let aadd = min(invoker.ammo1.amount,invoker.default.clipcount-invoker.clipcount);
invoker.clipcount += aadd;
invoker.Ammo1.Amount -= aadd;
if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
invoker.Ammo1.Amount -= aadd;
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
A_PlaySound("big/reload",CHAN_WEAPON,Dampener.Active(self)?.3:1.);
if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();