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:
parent
71fc572952
commit
43f18514c2
38 changed files with 325 additions and 343 deletions
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@ -45,13 +45,10 @@ Class ImpalerAmmo : Ammo
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r.target = target;
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r.tracer = tracer;
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r.bDropped = bDropped;
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Destroy();
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}
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else
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{
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Owner.RemoveInventory(self);
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Destroy();
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r.bNeverRespawn = bNeverRespawn;
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}
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else Owner.RemoveInventory(self);
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Destroy();
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}
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States
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{
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@ -775,13 +772,10 @@ Class Impaler : UnrealWeapon
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r.target = target;
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r.tracer = tracer;
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r.bDropped = bDropped;
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Destroy();
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}
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else
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{
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Owner.RemoveInventory(self);
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Destroy();
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r.bNeverRespawn = bNeverRespawn;
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}
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else Owner.RemoveInventory(self);
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Destroy();
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}
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override int, int, bool, bool GetClipAmount()
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{
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@ -845,7 +839,8 @@ Class Impaler : UnrealWeapon
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invoker.beam.specialf1 = mul;
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invoker.beam.specialf1 *= .5+clamp(invoker.clipcount/double(invoker.default.clipcount),.0,.5);
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}
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invoker.clipcount = max(0,invoker.clipcount-int(mul));
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if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
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invoker.clipcount = max(0,invoker.clipcount-int(mul));
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}
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(16,255,32,255),3);
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