Beta 2 Hotfix 1:
- Ammo regeneration check for Dispersion Pistol was performed in the wrong spot. - Fixed one of the shaders using "double" instead of "float", oops.
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da224bcfae
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2 changed files with 2 additions and 2 deletions
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@ -4,7 +4,7 @@ vec4 ProcessTexel()
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vec2 coord = vTexCoord.st+vec2(timer*0.02,0.);
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coord = fract(coord);
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vec3 base = getTexel(coord).rgb;
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double dist = abs(vTexCoord.s-.5)*2.;
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float dist = abs(vTexCoord.s-.5)*2.;
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vec3 col = mix(vec3(1.),fadecol,vec3(min(1.,dist*1.3)));
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col = mix(col,vec3(0.),vec3(min(1.,dist)));
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return vec4(base*col,1.);
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@ -489,7 +489,6 @@ Class DispersionPistol : UnrealWeapon
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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DefaultAmmo(weap.Ammo1).rechargephase = ((weap.Ammo1.Amount>0)?0:30);
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A_PlaySound("dpistol/fire",CHAN_WEAPON,Dampener.Active(self)?.4:1.,pitch:1.2);
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double mult = Amplifier.GetMult(self,80);
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invoker.FireEffect();
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@ -504,6 +503,7 @@ Class DispersionPistol : UnrealWeapon
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}
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else weap.Ammo1.Amount -= invoker.MainUse;
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}
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DefaultAmmo(weap.Ammo1).rechargephase = ((weap.Ammo1.Amount>0)?0:30);
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switch ( ulevel )
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{
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case 0:
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