diff --git a/shaders/glsl/95Bg.fp b/shaders/glsl/95Bg.fp index 3d14015..079378e 100644 --- a/shaders/glsl/95Bg.fp +++ b/shaders/glsl/95Bg.fp @@ -4,7 +4,7 @@ vec4 ProcessTexel() vec2 coord = vTexCoord.st+vec2(timer*0.02,0.); coord = fract(coord); vec3 base = getTexel(coord).rgb; - double dist = abs(vTexCoord.s-.5)*2.; + float dist = abs(vTexCoord.s-.5)*2.; vec3 col = mix(vec3(1.),fadecol,vec3(min(1.,dist*1.3))); col = mix(col,vec3(0.),vec3(min(1.,dist))); return vec4(base*col,1.); diff --git a/zscript/dispersionpistol.zsc b/zscript/dispersionpistol.zsc index 87f972d..d335d3e 100644 --- a/zscript/dispersionpistol.zsc +++ b/zscript/dispersionpistol.zsc @@ -489,7 +489,6 @@ Class DispersionPistol : UnrealWeapon Weapon weap = Weapon(invoker); if ( !weap ) return; if ( weap.Ammo1.Amount <= 0 ) return; - DefaultAmmo(weap.Ammo1).rechargephase = ((weap.Ammo1.Amount>0)?0:30); A_PlaySound("dpistol/fire",CHAN_WEAPON,Dampener.Active(self)?.4:1.,pitch:1.2); double mult = Amplifier.GetMult(self,80); invoker.FireEffect(); @@ -504,6 +503,7 @@ Class DispersionPistol : UnrealWeapon } else weap.Ammo1.Amount -= invoker.MainUse; } + DefaultAmmo(weap.Ammo1).rechargephase = ((weap.Ammo1.Amount>0)?0:30); switch ( ulevel ) { case 0: