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
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38 changed files with 325 additions and 343 deletions
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@ -22,7 +22,8 @@ Class StunnerAmmo : Ammo
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let sting = Owner.FindInventory("StingerAmmo");
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if ( sting && (sting.Amount > 0) )
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{
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sting.Amount--;
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if ( !sv_infiniteammo && !Owner.FindInventory('PowerInfiniteAmmo',true) )
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sting.Amount--;
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Amount++;
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}
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}
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@ -328,13 +329,10 @@ Class Stunner : 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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@ -429,7 +427,7 @@ Class Stunner : UnrealWeapon
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invoker.count += 1.2/35.;
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if ( invoker.count < 0.24 ) return ResolveState(null);
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invoker.count = 0;
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if ( !(sv_infiniteammo || (FindInventory('PowerInfiniteAmmo',true))) )
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if ( !(sv_infiniteammo || FindInventory('PowerInfiniteAmmo',true)) )
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{
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if ( weap.Ammo1.Amount < 1 )
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return ResolveState("Release");
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