Disable decapitation with bonesaw primary fire, for balance.
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9e055d7570
commit
953e6d8748
2 changed files with 7 additions and 10 deletions
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@ -40,11 +40,10 @@ Class Bonesaw : UnrealWeapon
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}
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override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
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{
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if ( !bAltFire )
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return StringTable.Localize((mod=='Decapitated')?"$O_RAZORCLAWDECAP2":"$O_RAZORCLAW2");
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return StringTable.Localize((mod=='Decapitated')?"$O_RAZORCLAWDECAP1":"$O_RAZORCLAW1");
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if ( !bAltFire ) return StringTable.Localize("$O_RAZORCLAW2");
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return StringTable.Localize((mod=='Decapitated')?"$O_RAZORCLAWDECAP":"$O_RAZORCLAW1");
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}
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private action bool TryHit( double angle, int dmg )
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private action bool TryHit( double angle, int dmg, bool decap = false )
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{
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FTranslatedLineTarget t;
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double slope = AimLineAttack(angle,DEFMELEERANGE,t,0.,ALF_CHECK3D);
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@ -58,7 +57,7 @@ Class Bonesaw : UnrealWeapon
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if ( d.HitType == TRACE_HitActor )
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{
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invoker.bFORCEPAIN = !Random[Bonesaw](0,d.HitActor.bBOSS?5:2);
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if ( d.HitLocation.z >= (d.HitActor.pos.z+d.HitActor.height*0.8) )
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if ( decap && (d.HitLocation.z >= (d.HitActor.pos.z+d.HitActor.height*0.8)) )
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dmg = d.HitActor.DamageMobj(invoker,self,dmg*2,'Decapitated',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
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else dmg = d.HitActor.DamageMobj(invoker,self,dmg,'slashed',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
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UTMainHandler.DoKnockback(d.HitActor,d.HitDir,-7000);
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@ -127,7 +126,7 @@ Class Bonesaw : UnrealWeapon
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b.vel += vel*.5;
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}
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}
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for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),30) || TryHit(angle-i*(45./16),30) ) return;
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for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),30,true) || TryHit(angle-i*(45./16),30,true) ) return;
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}
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Default
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{
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