diff --git a/models/RifleM_d.3d b/models/RifleM_d.3d index 7322140..4e65895 100644 Binary files a/models/RifleM_d.3d and b/models/RifleM_d.3d differ diff --git a/models/SMinigun_d.3d b/models/SMinigun_d.3d index 0dc304d..7119628 100644 Binary files a/models/SMinigun_d.3d and b/models/SMinigun_d.3d differ diff --git a/models/peacehand_d.3d b/models/peacehand_d.3d index 16d71ae..95b7e6e 100644 Binary files a/models/peacehand_d.3d and b/models/peacehand_d.3d differ diff --git a/zscript/bonesaw.zsc b/zscript/bonesaw.zsc index afa0efd..2f0c758 100644 --- a/zscript/bonesaw.zsc +++ b/zscript/bonesaw.zsc @@ -96,10 +96,12 @@ Class Bonesaw : UnrealWeapon invoker.special1++; if ( invoker.special1 < 5 ) return; invoker.special1 = 0; + invoker.FireEffect(); for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),5) || TryHit(angle-i*(45./16),5) ) return; } action void A_Clamp() { + invoker.FireEffect(); for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),20) || TryHit(angle-i*(45./16),20) ) return; } Default diff --git a/zscript/dispersionpistol.zsc b/zscript/dispersionpistol.zsc index 058205d..289e807 100644 --- a/zscript/dispersionpistol.zsc +++ b/zscript/dispersionpistol.zsc @@ -21,7 +21,7 @@ Class WeaponPowerUp : Inventory if ( dpis && (dpis.pendingupgrade < 4) ) { dpis.pendingupgrade++; - if ( toucher.player && ((toucher.player.ReadyWeapon != dpis) || (player.PendingWeapon != WP_NOCHANGE)) ) + if ( toucher.player && ((toucher.player.ReadyWeapon != dpis) || (toucher.player.PendingWeapon != WP_NOCHANGE)) ) ScriptUtil.SetWeapon(toucher,"DispersionPistol"); } GoAwayAndDie(); diff --git a/zscript/impaler.zsc b/zscript/impaler.zsc index aa51843..bf091e8 100644 --- a/zscript/impaler.zsc +++ b/zscript/impaler.zsc @@ -829,6 +829,7 @@ Class Impaler : UnrealWeapon } action void A_Stab() { + invoker.FireEffect(); UTMainHandler.DoSwing(self,(FRandom[Impaler](-1,1),FRandom[Impaler](-1,1)),0.3,-0.2,2,SWING_Spring,0,2); for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),15) || TryHit(angle-i*(45./16),15) ) return; } diff --git a/zscript/rifle.zsc b/zscript/rifle.zsc index d968bd4..25fc341 100644 --- a/zscript/rifle.zsc +++ b/zscript/rifle.zsc @@ -267,7 +267,7 @@ Class URifle : UnrealWeapon SRFF ABCDEFGHIJ 2; Goto Idle; ZoomedFire: - SRSI A 20 A_RifleFire(true); + TNT1 A 20 A_RifleFire(true); Goto ZoomedIdle; AltFire: SRFF A 0 A_JumpIf(!sting_rifle,"Zoom"); @@ -285,21 +285,26 @@ Class URifle : UnrealWeapon SRFI A 3; Goto Idle; ZoomedAltFire: - SRSI A 7 A_RifleFire(true,true); - SRSI A 0 A_JumpIfNoAmmo("ZoomedAltFireEnd"); - SRSI A 7 A_RifleFire(true,true); - SRSI A 0 A_JumpIfNoAmmo("ZoomedAltFireEnd"); - SRSI A 7 A_RifleFire(true,true); + TNT1 A 7 A_RifleFire(true,true); + TNT1 A 0 A_JumpIfNoAmmo("ZoomedAltFireEnd"); + TNT1 A 7 A_RifleFire(true,true); + TNT1 A 0 A_JumpIfNoAmmo("ZoomedAltFireEnd"); + TNT1 A 7 A_RifleFire(true,true); ZoomedAltFireEnd: - SRSI A 6; + TNT1 A 6; Goto Idle; Reload: + SRFI A 0 A_JumpIf(invoker.sniperzoom>1.0,"ZoomedReload"); SRFI A 8 A_ToggleLight(); Goto Idle; + ZoomedReload: + TNT1 A 8 A_ToggleLight(); + Goto Idle; Zoom: SRSU A 0 A_JumpIf(invoker.sniperzoom>1.0,"ZoomOut"); SRSU A 0 A_PlaySound("rifle/scopeon",CHAN_ITEM,.5); SRSU ABCDEFGHIJKLMN 1; + SRSI A 0; Goto ZoomHold; ZoomHold: TNT1 A 1 @@ -313,12 +318,14 @@ Class URifle : UnrealWeapon ZoomOut: SRSD A 0 A_ZoomFactor(invoker.sniperzoom=1.0,ZOOM_INSTANT); SRSD A 0 A_PlaySound("rifle/scopeoff",CHAN_ITEM,.5); + SRSI A 1; SRSD ABCDEFGHIJKLMNO 1; Goto Idle; Deselect: SRFD A 0 A_JumpIf(invoker.sniperzoom<=1.0,"Deselect2"); SRSD A 0 A_ZoomFactor(invoker.sniperzoom=1.0,ZOOM_INSTANT); SRSD A 0 A_PlaySound("rifle/scopeoff",CHAN_ITEM,.5); + SRSI A 1; SRSD ABCDEFGHIJKLMNO 1; Deselect2: SRFD A 0