Quadshot balancing.

Allow Quadshot manual reload.
Fix Biorifle still attempting to fire without ammo.
This commit is contained in:
Marisa the Magician 2019-09-12 21:37:33 +02:00
commit 821447c38c
2 changed files with 10 additions and 2 deletions

View file

@ -88,7 +88,7 @@ Class QuadShot : UnrealWeapon
{
if ( t.Results.HitType == TRACE_HitActor )
{
int dmg = Random[Quadshot](8,12);
int dmg = Random[Quadshot](4,8);
FlakAccumulator.Accumulate(t.Results.HitActor,dmg,invoker,self,'shot');
double mm = 2400;
UTMainHandler.DoKnockback(t.Results.HitActor,t.Results.HitVector+(0,0,0.025),mm*FRandom[Quadshot](0.4,1.2));
@ -275,7 +275,12 @@ Class QuadShot : UnrealWeapon
{
A_CheckReload();
if ( !A_QuadshotCheckForReload() )
A_WeaponReady();
{
let weap = Weapon(invoker);
if ( (invoker.clipcount > 0) && (weap.Ammo1.Amount > 4-invoker.clipcount) )
A_WeaponReady(WRF_ALLOWRELOAD);
else A_WeaponReady();
}
}
Wait;
Idle: