1.0.3 release:

- Add option for vanilla style Power Shield to not drain over time (defaults to true).
 - Fix various weapons being able to fire after player dies while charging (Biorifle, Flamethrower).
 - Fix Minigun not firing bullets immediately at start of fire loop or on refire.
 - Fix Minigun playing unwind animation on death, this time for real.
 - Added interpolation to some Teleport Capsule states and made refire a bit quicker.
This commit is contained in:
Marisa the Magician 2019-10-29 13:32:11 +01:00
commit 8061ce28b2
9 changed files with 47 additions and 10 deletions

View file

@ -858,10 +858,15 @@ Class UFlamethrower : UnrealWeapon
}
action void A_FireFlame()
{
if ( Health <= 0 )
{
player.SetPSprite(-9999,ResolveState("Null"));
return;
}
let weap = Weapon(invoker);
if ( (weap.Ammo1.Amount <= 0) || !(player.cmd.buttons&BT_ATTACK) )
{
player.SetPSPrite(PSP_WEAPON,invoker.FindState("Release"));
player.SetPSprite(PSP_WEAPON,invoker.FindState("Release"));
return;
}
invoker.count += 10./TICRATE;
@ -921,6 +926,12 @@ Class UFlamethrower : UnrealWeapon
}
action void A_ChargeUp()
{
if ( Health <= 0 )
{
invoker.bCharging = false;
player.SetPSprite(-9999,ResolveState("Null"));
return;
}
let weap = Weapon(invoker);
if ( (invoker.chargesize < 4.9) && (weap.Ammo1.Amount > 0) )
{