Release Candidate 3 Hotfix 2:
- Corrections on Power Shield behaviour, added option to make it absorb damage normally like in Unreal instead of individual hits, although this will make it less viable as an Invulnerability replacement.
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4 changed files with 27 additions and 18 deletions
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@ -201,6 +201,7 @@ Class ShieldBelt : UnrealArmor
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Class PowerShield : UnrealArmor
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{
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bool gothit;
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int draintimer;
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override void AbsorbDamage( int damage, Name damageType, out int newdamage )
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{
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@ -208,9 +209,17 @@ Class PowerShield : UnrealArmor
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{
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Owner.A_PlaySound("belt/absorb",CHAN_7);
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UTMainHandler.DoFlash(Owner,Color(80,224,0,255),5);
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gothit = true;
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damage = 0;
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newdamage = 0;
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if ( !sting_pshield )
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{
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gothit = true;
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damage = 0;
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newdamage = 0;
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}
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}
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if ( sting_pshield )
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{
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Super.AbsorbDamage(damage,damageType,newdamage);
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return;
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}
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if ( damage > 0 ) newdamage = ApplyDamageFactors(GetClass(),damageType,damage,damage);
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}
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@ -229,7 +238,12 @@ Class PowerShield : UnrealArmor
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amount--;
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gothit = false;
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}
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if ( !(level.maptime%15) && !sting_pshield ) amount--;
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draintimer++;
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if ( draintimer > 35 )
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{
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amount--;
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draintimer = 0;
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}
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if ( amount <= 0 ) DepleteOrDestroy();
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}
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Default
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