Implemented Autocannon.

Assortment of tweaks to other things.
This commit is contained in:
Marisa the Magician 2019-09-20 19:40:05 +02:00
commit 48994248c2
19 changed files with 316 additions and 54 deletions

View file

@ -8,7 +8,7 @@ Class BigAmmo : Ammo
Inventory.Amount 10;
Inventory.MaxAmount 12;
Ammo.BackpackAmount 0;
Ammo.BackpackMaxAmount 24;
Ammo.BackpackMaxAmount 20;
Ammo.DropAmount 10;
Inventory.RespawnTics 2100;
+INVENTORY.IGNORESKILL;
@ -131,6 +131,7 @@ Class BigBlast : Actor
A_Explode(50+special1,150);
A_QuakeEx(4,4,4,10,0,300,"",QF_RELATIVE|QF_SCALEDOWN,falloff:150,rollintensity:0.2);
A_PlaySound("big/blast",CHAN_VOICE,pitch:FRandom[BigGun](0.8,1.2));
A_SprayDecal("RazorBlast",-172);
UTMainHandler.DoBlast(self,150,80000);
let r = Spawn("FatRing",pos);
r.angle = angle;
@ -364,17 +365,6 @@ Class BigGun : UnrealWeapon
s.alpha *= 0.6;
}
}
action void A_BigRefire( statelabel flash = null )
{
Weapon weap = Weapon(invoker);
if ( !weap || !player ) return;
if ( invoker.clipcount <= 0 )
{
A_ClearRefire();
return;
}
A_Refire(flash);
}
action bool A_BigCheckForReload( bool bDryFire = false )
{
let weap = Weapon(invoker);
@ -481,6 +471,7 @@ Class BigGun : UnrealWeapon
BIGF DEF 2;
BIGF G 2 A_Eject();
BIGF HIJKLMNOP 2;
BIGI A 0 A_Refire("Fire");
Goto Idle;
AltFire:
BIGF A 0
@ -495,9 +486,9 @@ Class BigGun : UnrealWeapon
BIGF DEF 1;
BIGF G 1 A_Eject();
BIGF HIJK 1;
BIGF L 0 A_BigRefire(1);
BIGF L 0 A_Refire(1);
Goto AltRelease;
BIGF L 1;
BIGF L 1 A_JumpIf(invoker.clipcount<=0,"AltRelease");
Goto AltHold;
AltRelease:
BIGF LMNOP 3;
@ -515,6 +506,7 @@ Class BigGun : UnrealWeapon
Reload:
BIGR A 0
{
A_ClearRefire();
A_Overlay(-9999,"Null");
UTMainHandler.DoSwing(self,(FRandom[BigGun](0.7,0.3),FRandom[BigGun](0.4,0.3)),3,0,10,SWING_Spring,70,0.8);
}
@ -570,6 +562,9 @@ Class BigGun : UnrealWeapon
BGMF A 2 Bright
{
let l = Spawn("SniperLight",pos);
l.args[0] = 255;
l.args[1] = 176;
l.args[2] = 16;
l.target = self;
}
Stop;