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 ) 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'); FlakAccumulator.Accumulate(t.Results.HitActor,dmg,invoker,self,'shot');
double mm = 2400; double mm = 2400;
UTMainHandler.DoKnockback(t.Results.HitActor,t.Results.HitVector+(0,0,0.025),mm*FRandom[Quadshot](0.4,1.2)); 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(); A_CheckReload();
if ( !A_QuadshotCheckForReload() ) 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; Wait;
Idle: Idle:

View file

@ -642,7 +642,10 @@ Class UBioRifle : UnrealWeapon
} }
} }
if ( !(player.cmd.buttons&BT_ALTATTACK) ) if ( !(player.cmd.buttons&BT_ALTATTACK) )
{
invoker.bCharging = false;
player.SetPSPrite(PSP_WEAPON,invoker.FindState("AltRelease")); player.SetPSPrite(PSP_WEAPON,invoker.FindState("AltRelease"));
}
} }
action void A_BeginCharge() action void A_BeginCharge()
{ {