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

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