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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@ -65,12 +65,13 @@ Class OLSMP : UnrealWeapon
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{
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int ClipCount;
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double AltAccuracy;
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bool ClipOut;
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property ClipCount : ClipCount;
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override int, int, bool, bool GetClipAmount()
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{
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return ClipCount, -1, (ClipCount<35), false;
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return ClipOut?-1:ClipCount, -1, (ClipCount<35), false;
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}
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override bool TryPickup( in out Actor toucher )
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{
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@ -323,8 +324,7 @@ Class OLSMP : UnrealWeapon
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AUTR A 0 A_JumpIf(invoker.clipcount>=min(invoker.default.clipcount,invoker.Ammo1.Amount),"Idle");
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AUTR A 0
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{
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invoker.special1 = min(invoker.default.clipcount,invoker.Ammo1.Amount)-invoker.clipcount;
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invoker.clipcount = -1;
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invoker.clipout = true;
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A_Overlay(-9999,null);
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A_WeaponOffset(0,32); // fix sudden psprite lowering
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A_PlaySound("automag/click",CHAN_WEAPON,!Dampener.Active(self)?1.:.1,pitch:0.8);
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@ -333,9 +333,10 @@ Class OLSMP : UnrealWeapon
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AUTD ABCD 1;
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AUTD E 30
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{
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invoker.clipcount = Min(invoker.default.clipcount,invoker.Ammo1.Amount);
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invoker.Ammo1.Amount -= invoker.special1;
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invoker.clipout = false;
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let aadd = min(invoker.Ammo1.Amount,invoker.default.clipcount-invoker.clipcount);
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invoker.clipcount += aadd;
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invoker.Ammo1.Amount -= aadd;
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A_PlaySound("automag/reload",CHAN_WEAPON,!Dampener.Active(self)?1.:.1,pitch:0.8);
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayReloading();
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