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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@ -25,8 +25,7 @@ O_MINIGUN = "%k's Minigun turned %o into a leaky piece of meat.";
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O_STUNNER = "%o couldn't stand the force from %k's Stunner.";
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O_STUNNER = "%o couldn't stand the force from %k's Stunner.";
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O_RAZORCLAW1 = "%k took a bite off %o with the Razorclaw.";
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O_RAZORCLAW1 = "%k took a bite off %o with the Razorclaw.";
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O_RAZORCLAW2 = "%o was shredded into mincemeat by %k's Razorclaw.";
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O_RAZORCLAW2 = "%o was shredded into mincemeat by %k's Razorclaw.";
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O_RAZORCLAWDECAP1 = "%k tore %o's head off with the Razorclaw.";
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O_RAZORCLAWDECAP = "%k tore %o's head off with the Razorclaw.";
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O_RAZORCLAWDECAP2 = "%o got %p head sliced off by %k's Razorclaw.";
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O_PROTOMAG = "%k put a couple extra holes into %o with the Protomag.";
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O_PROTOMAG = "%k put a couple extra holes into %o with the Protomag.";
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O_PROTOMAG2 = "%k put a couple extra holes into %o with the Dual Protomags.";
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O_PROTOMAG2 = "%k put a couple extra holes into %o with the Dual Protomags.";
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O_QUADSHOT = "%o ate a mouthful of buckshot from %k's Quadshot.";
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O_QUADSHOT = "%o ate a mouthful of buckshot from %k's Quadshot.";
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@ -323,8 +322,7 @@ O_RAZORJACK = "%k arrancó un trozo ensangrentado de %o con el Razorjack.";
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O_STUNNER = "%o no pudo soportar la fuerza del Aturdidor de %k.";
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O_STUNNER = "%o no pudo soportar la fuerza del Aturdidor de %k.";
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O_RAZORCLAW1 = "%k mordisqueó a %o con la Garra Cortadora.";
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O_RAZORCLAW1 = "%k mordisqueó a %o con la Garra Cortadora.";
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O_RAZORCLAW2 = "%o fue hech@[ao_esp] picadillo por la Garra Cortadora de %k.";
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O_RAZORCLAW2 = "%o fue hech@[ao_esp] picadillo por la Garra Cortadora de %k.";
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O_RAZORCLAWDECAP1 = "%k le arrancó la cabeza a %o con la Garra Cortadora.";
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O_RAZORCLAWDECAP = "%k le arrancó la cabeza a %o con la Garra Cortadora.";
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O_RAZORCLAWDECAP2 = "%o fue decapitad@[ao_esp] por la Garra Cortadora de %k.";
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O_PROTOMAG = "%k le hizo unos cuantos agujeros extra a %o con la Protoarma.";
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O_PROTOMAG = "%k le hizo unos cuantos agujeros extra a %o con la Protoarma.";
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O_PROTOMAG2 = "%k le hizo unos cuantos agujeros extra a %o con las Dos Protoarmas.";
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O_PROTOMAG2 = "%k le hizo unos cuantos agujeros extra a %o con las Dos Protoarmas.";
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O_QUADSHOT = "%o tragó un bocado de perdigones del Quadshot de %k.";
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O_QUADSHOT = "%o tragó un bocado de perdigones del Quadshot de %k.";
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@ -40,11 +40,10 @@ Class Bonesaw : UnrealWeapon
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}
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}
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override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
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override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
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{
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{
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if ( !bAltFire )
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if ( !bAltFire ) return StringTable.Localize("$O_RAZORCLAW2");
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return StringTable.Localize((mod=='Decapitated')?"$O_RAZORCLAWDECAP2":"$O_RAZORCLAW2");
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return StringTable.Localize((mod=='Decapitated')?"$O_RAZORCLAWDECAP":"$O_RAZORCLAW1");
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return StringTable.Localize((mod=='Decapitated')?"$O_RAZORCLAWDECAP1":"$O_RAZORCLAW1");
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}
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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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{
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FTranslatedLineTarget t;
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FTranslatedLineTarget t;
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double slope = AimLineAttack(angle,DEFMELEERANGE,t,0.,ALF_CHECK3D);
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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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if ( d.HitType == TRACE_HitActor )
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{
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{
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invoker.bFORCEPAIN = !Random[Bonesaw](0,d.HitActor.bBOSS?5:2);
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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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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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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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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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b.vel += vel*.5;
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}
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}
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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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}
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Default
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Default
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{
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{
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