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

@ -49,13 +49,10 @@ Class UShells : 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
{
@ -172,13 +169,10 @@ Class QuadShot : 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()
@ -492,7 +486,7 @@ Class QuadShot : UnrealWeapon
if ( (invoker.clipcount >= 4) || (invoker.heldshells+weap.Ammo1.Amount <= 0) ) continue;
invoker.clipcount++;
if ( invoker.heldshells > 0 ) invoker.heldshells--;
else weap.Ammo1.Amount--;
else if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) ) weap.Ammo1.Amount--;
}
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();
@ -508,7 +502,7 @@ Class QuadShot : UnrealWeapon
if ( (invoker.clipcount >= 4) || (invoker.heldshells+weap.Ammo1.Amount <= 0) ) continue;
invoker.clipcount++;
if ( invoker.heldshells > 0 ) invoker.heldshells--;
else weap.Ammo1.Amount--;
else if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) ) weap.Ammo1.Amount--;
}
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();