Beta 3. Not a lot of really noticeable changes, just more polishing.

- Made Rifle scope shader toggleable, and tweaked its visuals a bit.
- Various adjustments to vector math (using portal-aware functions).
- Adjusted the penetration mechanics of the Quadshot, should be able to better go through multiple targets now.
- Fixed incorrect state jump after zoomed rifle altfire.
- Reduced the range of the Detector (2048 → 512), it was too massive.
- [flak_m] Fixed the issue where some looping weapon sounds would get stuck if the player died or dropped the weapon.
- Corrected Gun Lore description of Flamethrower altfire.
This commit is contained in:
Marisa the Magician 2019-09-28 20:59:00 +02:00
commit 80f472bb62
25 changed files with 118 additions and 102 deletions

View file

@ -764,16 +764,16 @@ Class UFlamethrower : UnrealWeapon
{
return bCharging?min(5,int(chargesize+0.1)):-1, -1, false, false;
}
override Inventory CreateTossable( int amt )
override void DetachFromOwner()
{
if ( Owner.player && (Owner.player.ReadyWeapon == self) )
Owner.A_PlaySound("flamet/down",CHAN_6,Dampener.Active(self)?.1:1.);
return Super.CreateTossable(amt);
Owner.A_StopSound(CHAN_6);
A_PlaySound("flamet/down",CHAN_6);
Super.DetachFromOwner();
}
override void OwnerDied()
{
if ( Owner.player && (Owner.player.ReadyWeapon == self) )
Owner.A_PlaySound("flamet/down",CHAN_6,Dampener.Active(self)?.1:1.);
Owner.A_StopSound(CHAN_6);
Super.OwnerDied();
}
override void DoEffect()