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

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