- Fix Dispersion Pistol altfire not ending early when releasing the button.
- Dispersion Pistol now changes fire speed based on upgrade level, as intended.
- Reduced Razorclaw twiddle animation frequency, it was getting annoying.
- Impaler altfire now doesn't work underwater, as intended.
- Impaler crystals deal less damage when underwater.
- Impaler no longer loses charge underwater while the crystal is unloaded.
- Impaler beam no longer homes in onto friendlies.
- Fixed missing Impaler melee obituary.
- Flamegun disallows firing while underwater, to prevent wasting ammo uselessly.
- Flares and Seeds can be stacked until int.max (give cheats and whatnot are still capped at 20 though).
- Fixed Minigun not displaying the bullet box ammo icon in the 0.83 hud.
- Fixed mouse input in the main menu at high resolutions (wasn't accounting for scaling, oops).
- Added "<item> selected." messages. Dunno if DT will need this too.
- Light Sentry now uses the more reliable native IsHostile() function to detect targets.
- [flak_m] Added "<weapon> has no ammo." messages.
This commit is contained in:
Marisa the Magician 2019-09-29 17:21:32 +02:00
commit a54f1495c7
12 changed files with 117 additions and 64 deletions

View file

@ -661,6 +661,7 @@ Class DispersionPistol : UnrealWeapon
{
Weapon weap = Weapon(invoker);
if ( !weap ) return ResolveState(null);
if ( !(player.cmd.buttons&BT_ALTATTACK) ) return ResolveState(next);
DefaultAmmo(weap.Ammo1).rechargephase = 0;
UTMainHandler.DoSwing(self,(FRandom[DPistol](-1,1),FRandom[DPistol](-1,1)),0.02*invoker.chargesize,0,2,SWING_Spring);
A_WeaponOffset(FRandom[DPistol](-1,1)*1.2*invoker.chargesize,32+FRandom[DPistol](-1,1)*1.2*invoker.chargesize);
@ -787,28 +788,28 @@ Class DispersionPistol : UnrealWeapon
}
Fire1:
#### # 3 A_DispFire();
DPF1 ABC 5;
DPI1 A 5 A_Refire("Fire1");
DPF1 ABC 3;
DPI1 A 3 A_Refire("Fire1");
Goto Idle;
Fire2:
#### # 3 A_DispFire();
DPF2 ABC 5;
DPI2 A 5 A_Refire("Fire2");
DPF2 ABC 4;
DPI2 A 3 A_Refire("Fire2");
Goto Idle;
Fire3:
#### # 3 A_DispFire();
DPF3 ABC 5;
DPI3 A 5 A_Refire("Fire3");
DPF3 ABC 6;
DPI3 A 3 A_Refire("Fire3");
Goto Idle;
Fire4:
#### # 3 A_DispFire();
DPF4 ABC 5;
DPI4 A 5 A_Refire("Fire4");
DPF4 ABC 8;
DPI4 A 3 A_Refire("Fire4");
Goto Idle;
Fire5:
#### # 3 A_DispFire();
DPF5 ABC 5;
DPI5 A 5 A_Refire("Fire5");
DPF5 ABC 10;
DPI5 A 3 A_Refire("Fire5");
Goto Idle;
AltFire:
#### # 0
@ -831,40 +832,40 @@ Class DispersionPistol : UnrealWeapon
Wait;
AltRelease1:
#### # 3 A_DispAltFire();
DPF1 ABC 8;
DPI1 A 6;
DPF1 ABC 6;
DPI1 A 3;
Goto Idle;
AltFire2:
#### # 1 A_DispCharge(1);
Wait;
AltRelease2:
#### # 3 A_DispAltFire();
DPF2 ABC 8;
DPI2 A 6;
DPF2 ABC 6;
DPI2 A 3;
Goto Idle;
AltFire3:
#### # 1 A_DispCharge(1);
Wait;
AltRelease3:
#### # 3 A_DispAltFire();
DPF3 ABC 8;
DPI3 A 6;
DPF3 ABC 6;
DPI3 A 3;
Goto Idle;
AltFire4:
#### # 1 A_DispCharge(1);
Wait;
AltRelease4:
#### # 3 A_DispAltFire();
DPF4 ABC 8;
DPI4 A 6;
DPF4 ABC 6;
DPI4 A 3;
Goto Idle;
AltFire5:
#### # 1 A_DispCharge(1);
Wait;
AltRelease5:
#### # 3 A_DispAltFire();
DPF5 ABC 8;
DPI5 A 6;
DPF5 ABC 6;
DPI5 A 3;
Goto Idle;
Upgrade:
#### # 1