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

@ -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.);

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: