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

@ -45,13 +45,10 @@ Class ImpalerAmmo : 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
{
@ -775,13 +772,10 @@ Class Impaler : 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()
{
@ -845,7 +839,8 @@ Class Impaler : UnrealWeapon
invoker.beam.specialf1 = mul;
invoker.beam.specialf1 *= .5+clamp(invoker.clipcount/double(invoker.default.clipcount),.0,.5);
}
invoker.clipcount = max(0,invoker.clipcount-int(mul));
if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
invoker.clipcount = max(0,invoker.clipcount-int(mul));
}
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(16,255,32,255),3);