Beta 4.
- 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.
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12 changed files with 117 additions and 64 deletions
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@ -661,6 +661,7 @@ Class DispersionPistol : UnrealWeapon
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return ResolveState(null);
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if ( !(player.cmd.buttons&BT_ALTATTACK) ) return ResolveState(next);
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DefaultAmmo(weap.Ammo1).rechargephase = 0;
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UTMainHandler.DoSwing(self,(FRandom[DPistol](-1,1),FRandom[DPistol](-1,1)),0.02*invoker.chargesize,0,2,SWING_Spring);
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A_WeaponOffset(FRandom[DPistol](-1,1)*1.2*invoker.chargesize,32+FRandom[DPistol](-1,1)*1.2*invoker.chargesize);
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@ -787,28 +788,28 @@ Class DispersionPistol : UnrealWeapon
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}
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Fire1:
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#### # 3 A_DispFire();
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DPF1 ABC 5;
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DPI1 A 5 A_Refire("Fire1");
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DPF1 ABC 3;
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DPI1 A 3 A_Refire("Fire1");
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Goto Idle;
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Fire2:
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#### # 3 A_DispFire();
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DPF2 ABC 5;
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DPI2 A 5 A_Refire("Fire2");
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DPF2 ABC 4;
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DPI2 A 3 A_Refire("Fire2");
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Goto Idle;
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Fire3:
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#### # 3 A_DispFire();
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DPF3 ABC 5;
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DPI3 A 5 A_Refire("Fire3");
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DPF3 ABC 6;
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DPI3 A 3 A_Refire("Fire3");
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Goto Idle;
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Fire4:
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#### # 3 A_DispFire();
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DPF4 ABC 5;
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DPI4 A 5 A_Refire("Fire4");
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DPF4 ABC 8;
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DPI4 A 3 A_Refire("Fire4");
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Goto Idle;
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Fire5:
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#### # 3 A_DispFire();
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DPF5 ABC 5;
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DPI5 A 5 A_Refire("Fire5");
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DPF5 ABC 10;
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DPI5 A 3 A_Refire("Fire5");
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Goto Idle;
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AltFire:
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#### # 0
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@ -831,40 +832,40 @@ Class DispersionPistol : UnrealWeapon
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Wait;
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AltRelease1:
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#### # 3 A_DispAltFire();
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DPF1 ABC 8;
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DPI1 A 6;
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DPF1 ABC 6;
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DPI1 A 3;
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Goto Idle;
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AltFire2:
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#### # 1 A_DispCharge(1);
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Wait;
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AltRelease2:
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#### # 3 A_DispAltFire();
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DPF2 ABC 8;
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DPI2 A 6;
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DPF2 ABC 6;
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DPI2 A 3;
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Goto Idle;
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AltFire3:
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#### # 1 A_DispCharge(1);
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Wait;
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AltRelease3:
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#### # 3 A_DispAltFire();
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DPF3 ABC 8;
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DPI3 A 6;
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DPF3 ABC 6;
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DPI3 A 3;
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Goto Idle;
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AltFire4:
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#### # 1 A_DispCharge(1);
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Wait;
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AltRelease4:
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#### # 3 A_DispAltFire();
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DPF4 ABC 8;
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DPI4 A 6;
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DPF4 ABC 6;
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DPI4 A 3;
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Goto Idle;
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AltFire5:
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#### # 1 A_DispCharge(1);
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Wait;
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AltRelease5:
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#### # 3 A_DispAltFire();
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DPF5 ABC 8;
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DPI5 A 6;
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DPF5 ABC 6;
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DPI5 A 3;
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Goto Idle;
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Upgrade:
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#### # 1
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