Beta 4 Hotfix 1:
- Nerfed Fireblaster, damage was too high for its speed (30/60 → 10/20), to compensate for the dramatic alt projectile nerf, its embers now deal short radius splash damage. - Nerfed Impaler altfire, no longer an instant "I win" weapon (damage interval raised from 5 to 15 tics, also beam becomes weaker at low charge, starting to drop from 100% at half-charge to 50% at zero charge). - Fixed Impaler crash when shooter dies while firing beam. - Updated the reload code of the SMP, I forgot about it. - Increased the Detector range again, 1024 is more reasonable. - Fixed Minigun altfire not triggering if player was holding primary fire. - Removed pistols from Super Shotgun replacement pool. - Increased spawn chance of Flamethrower, since it almost never appears in practice. - Capped maximum Flamethrower damage (75 → 20), this was way too high and made the weapon too overpowered.
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7 changed files with 58 additions and 27 deletions
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@ -53,7 +53,7 @@ Class UFireball : Actor
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Default
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{
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DamageType 'Fire';
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DamageFunction 30;
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DamageFunction 10;
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Radius 4;
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Height 4;
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Speed 15;
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@ -121,7 +121,12 @@ Class UFireball : Actor
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{
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A_SetRenderStyle(1.,STYLE_Add);
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A_NoGravity();
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if ( !bAMBUSH )
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if ( bAMBUSH )
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{
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A_Explode(GetMissileDamage(0,0),20);
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UTMainHandler.DoBlast(self,20,3000);
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}
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else
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{
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A_PlaySound("flamegun/exp",CHAN_VOICE,pitch:1.2);
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Spawn("UFireLight",pos);
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@ -177,7 +182,7 @@ Class UFireball2 : UFireball
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{
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Radius 8;
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Height 8;
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DamageFunction 60;
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DamageFunction 20;
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Speed 5;
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UFireball.SpreadFactor 0.35;
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UFireball.NumSmokes 2;
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@ -388,7 +393,16 @@ Class FlameGun : UnrealWeapon
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}
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FGNF G 0 A_ClearRefire();
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FGNF GHIJ 2;
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FGNT A 0 A_PlaySound("flamegun/end",CHAN_6,Dampener.Active(self)?.1:1.);
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FGNT A 0
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{
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if ( invoker.CheckAmmo(0,false,true) && (waterlevel < 2) )
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A_Refire("Fire");
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}
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FGNT A 0
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{
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A_PlaySound("flamegun/end",CHAN_6,Dampener.Active(self)?.1:1.);
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A_ClearRefire();
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}
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FGNT ABCDEFGHIJKLM 2;
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Goto Idle;
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Refire:
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