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.
This commit is contained in:
Marisa the Magician 2019-09-27 23:06:06 +02:00
commit 862dd7f81a
2 changed files with 2 additions and 2 deletions

View file

@ -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: