Quadshot balancing.
Allow Quadshot manual reload. Fix Biorifle still attempting to fire without ammo.
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2 changed files with 10 additions and 2 deletions
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@ -88,7 +88,7 @@ Class QuadShot : UnrealWeapon
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{
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{
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if ( t.Results.HitType == TRACE_HitActor )
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if ( t.Results.HitType == TRACE_HitActor )
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{
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{
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int dmg = Random[Quadshot](8,12);
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int dmg = Random[Quadshot](4,8);
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FlakAccumulator.Accumulate(t.Results.HitActor,dmg,invoker,self,'shot');
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FlakAccumulator.Accumulate(t.Results.HitActor,dmg,invoker,self,'shot');
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double mm = 2400;
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double mm = 2400;
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UTMainHandler.DoKnockback(t.Results.HitActor,t.Results.HitVector+(0,0,0.025),mm*FRandom[Quadshot](0.4,1.2));
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UTMainHandler.DoKnockback(t.Results.HitActor,t.Results.HitVector+(0,0,0.025),mm*FRandom[Quadshot](0.4,1.2));
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@ -275,7 +275,12 @@ Class QuadShot : UnrealWeapon
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{
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{
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A_CheckReload();
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A_CheckReload();
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if ( !A_QuadshotCheckForReload() )
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if ( !A_QuadshotCheckForReload() )
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A_WeaponReady();
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{
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let weap = Weapon(invoker);
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if ( (invoker.clipcount > 0) && (weap.Ammo1.Amount > 4-invoker.clipcount) )
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A_WeaponReady(WRF_ALLOWRELOAD);
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else A_WeaponReady();
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}
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}
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}
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Wait;
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Wait;
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Idle:
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Idle:
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@ -642,7 +642,10 @@ Class UBioRifle : UnrealWeapon
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}
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}
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}
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}
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if ( !(player.cmd.buttons&BT_ALTATTACK) )
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if ( !(player.cmd.buttons&BT_ALTATTACK) )
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{
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invoker.bCharging = false;
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player.SetPSPrite(PSP_WEAPON,invoker.FindState("AltRelease"));
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player.SetPSPrite(PSP_WEAPON,invoker.FindState("AltRelease"));
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}
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}
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}
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action void A_BeginCharge()
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action void A_BeginCharge()
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{
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{
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