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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2 changed files with 2 additions and 2 deletions
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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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