- Very noticeable changes to the Automag and Protomag firing speeds.
   This is going to make dual wielding even more OP than it already was. Just
   so you know, dual wielding is NOT "canon" here, and if it breaks balance I
   really can't do much about it.
 - Automag and Protomag now start firing as soon as the trigger is held.
 - Protomag damage reduced back to 10 now that it has a much faster altfire.
   Believe it or not, the new altfire speed is actually true to the original.
 - Propagate the AmbientGlow changes from DT.
This commit is contained in:
Marisa the Magician 2019-10-29 21:28:49 +01:00
commit 71fc572952
5 changed files with 83 additions and 61 deletions

View file

@ -195,6 +195,7 @@ Class Automag : UnrealWeapon
if ( alt ) origin = level.Vec3Offset(origin,-z*3+ydir*y);
else origin = level.Vec3Offset(origin,-z+ydir*y*4);
double a = FRandom[Automag](0,360), s = FRandom[Automag](0,alt?invoker.altaccuracy:0.01);
if ( invoker.Amount > 1 ) s *= 1.6;
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
FLineTraceData d;
@ -341,6 +342,7 @@ Class Automag : UnrealWeapon
Stop;
Select:
AUTS A 1 A_Raise(int.max);
Wait;
Ready:
AUTS A 0
{
@ -403,27 +405,33 @@ Class Automag : UnrealWeapon
}
Wait;
Fire:
AUTF A 1 A_Overlay(-9999,null);
AUTF A 1
{
A_Overlay(-9999,null);
A_AutomagFire();
}
AUTF BCD 1;
AUTF LM 3;
AUTF N 0 A_AutomagRefire(1);
Goto Release;
Hold:
AUTF E 2 A_AutomagFire();
AUTF FG 2;
AUTF N 1;
AUTF E 3 A_AutomagFire();
AUTF FG 3;
AUTF N 0 A_AutomagRefire(1);
Goto Release;
AUTF NN 2;
AUTF H 2 A_AutomagFire();
AUTF IJ 2;
AUTF N 1;
AUTF H 3 A_AutomagFire();
AUTF IJ 3;
AUTF N 0 A_AutomagRefire(1);
Goto Release;
AUTF NN 2;
AUTF K 2 A_AutomagFire();
AUTF LM 2;
AUTF N 0 A_AutomagRefire(1);
AUTF N 1;
AUTF K 3 A_AutomagFire();
AUTF LM 3;
AUTF N 0 A_AutomagRefire("Hold");
Goto Release;
AUTF NN 2;
Goto Hold;
Release:
AUTF NN 2;
AUTF N 1;
AUTF OPQRST 1;
AUTI A 0;
Goto Idle;
@ -431,26 +439,29 @@ Class Automag : UnrealWeapon
2UTI A 5 A_Overlay(-9998,null);
2UTI A 0 A_AutomagRefire(1,true);
Goto LeftIdle;
2UTF A 1 A_AutomagFire(false,true);
2UTF BCD 1;
2UTF LM 3;
2UTF N 0 A_AutomagRefire(1,true);
Goto LeftRelease;
LeftHold:
2UTF ABCD 1;
2UTF E 2 A_AutomagFire(false,true);
2UTF FG 2;
2UTF N 1;
2UTF E 3 A_AutomagFire(false,true);
2UTF FG 3;
2UTF N 0 A_AutomagRefire(1,true);
Goto LeftRelease;
2UTF NN 2;
2UTF H 2 A_AutomagFire(false,true);
2UTF IJ 2;
2UTF N 1;
2UTF H 3 A_AutomagFire(false,true);
2UTF IJ 3;
2UTF N 0 A_AutomagRefire(1,true);
Goto LeftRelease;
2UTF NN 2;
2UTF K 2 A_AutomagFire(false,true);
2UTF LM 2;
2UTF N 0 A_AutomagRefire(1,true);
2UTF N 1;
2UTF K 3 A_AutomagFire(false,true);
2UTF LM 3;
2UTF N 0 A_AutomagRefire("LeftHold",true);
Goto LeftRelease;
2UTF NN 2;
Goto LeftHold+4;
LeftRelease:
2UTF NN 2;
2UTF N 1;
2UTF OPQRST 1;
2UTI A 0;
Goto LeftIdle;
@ -466,17 +477,17 @@ Class Automag : UnrealWeapon
AUTA LM 2;
AUTA T 0 A_AutomagRefire(1);
Goto AltRelease;
AUTA T 1;
AUTA T 2;
AUTA N 2 A_AutomagFire(true);
AUTA OP 2;
AUTA T 0 A_AutomagRefire(1);
Goto AltRelease;
AUTA T 1;
AUTA T 2;
AUTA Q 2 A_AutomagFire(true);
AUTA RS 2;
AUTA T 0 A_AutomagRefire(1);
Goto AltRelease;
AUTA T 1;
AUTA T 2;
Goto AltHold;
AltRelease:
AUTA TUVWXYZ 1;
@ -491,17 +502,17 @@ Class Automag : UnrealWeapon
2UTA LM 2;
2UTA T 0 A_AutomagRefire(1,true);
Goto LeftAltRelease;
2UTA T 1;
2UTA T 2;
2UTA N 2 A_AutomagFire(true,true);
2UTA OP 2;
2UTA T 0 A_AutomagRefire(1,true);
Goto LeftAltRelease;
2UTA T 1;
2UTA T 2;
2UTA Q 2 A_AutomagFire(true,true);
2UTA RS 2;
2UTA T 0 A_AutomagRefire(1,true);
Goto LeftAltRelease;
2UTA T 1;
2UTA T 2;
Goto LeftAltHold+10;
LeftAltRelease:
2UTA TUVWXYZ 1;