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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@ -360,7 +360,7 @@ Class MotionDetector : UnrealInventory
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for ( int i=0; i<nearscan.Size(); i++ )
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{
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Vector2 absofs = level.Vec2Diff(Owner.pos.xy,nearscan[i].pos.xy);
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absofs *= (96./512.);
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absofs *= (96./1024.);
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double ang = Owner.angle-90;
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Vector2 relofs = (absofs.x*cos(ang)+absofs.y*sin(ang),-absofs.y*cos(ang)+absofs.x*sin(ang));
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if ( max(abs(relofs.x),abs(relofs.y)) > 48. ) continue;
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@ -389,7 +389,7 @@ Class MotionDetector : UnrealInventory
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else if ( !bActive && tracer ) tracer.Destroy();
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if ( !bActive ) return;
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nearscan.Clear();
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let bi = BlockThingsIterator.Create(Owner,512);
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let bi = BlockThingsIterator.Create(Owner,1024);
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while ( bi.Next() )
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{
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if ( !bi.Thing || (bi.Thing == Owner) || !bi.Thing.bISMONSTER || bi.Thing.Health <= 0 ) continue;
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