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.
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25 changed files with 118 additions and 102 deletions
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@ -764,16 +764,16 @@ Class UFlamethrower : UnrealWeapon
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{
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return bCharging?min(5,int(chargesize+0.1)):-1, -1, false, false;
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}
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override Inventory CreateTossable( int amt )
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override void DetachFromOwner()
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{
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if ( Owner.player && (Owner.player.ReadyWeapon == self) )
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Owner.A_PlaySound("flamet/down",CHAN_6,Dampener.Active(self)?.1:1.);
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return Super.CreateTossable(amt);
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Owner.A_StopSound(CHAN_6);
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A_PlaySound("flamet/down",CHAN_6);
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Super.DetachFromOwner();
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}
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override void OwnerDied()
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{
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if ( Owner.player && (Owner.player.ReadyWeapon == self) )
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Owner.A_PlaySound("flamet/down",CHAN_6,Dampener.Active(self)?.1:1.);
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Owner.A_StopSound(CHAN_6);
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Super.OwnerDied();
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}
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override void DoEffect()
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