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.
This commit is contained in:
Marisa the Magician 2019-09-29 22:23:45 +02:00
commit 5db3f32274
7 changed files with 58 additions and 27 deletions

View file

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