- 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

@ -356,8 +356,10 @@ Class FlameGun : UnrealWeapon
TNT1 A 1
{
A_CheckReload();
if ( invoker.Ammo1.Amount >= 30 ) A_WeaponReady();
else A_WeaponReady(WRF_NOSECONDARY);
int flags = (waterlevel>=2)?WRF_NOFIRE:0;
if ( invoker.Ammo1.Amount < 30 )
flags |= WRF_NOSECONDARY;
A_WeaponReady(flags);
}
Wait;
Idle:
@ -381,7 +383,7 @@ Class FlameGun : UnrealWeapon
FGNF CDEF 1;
FGNF G 0
{
if ( invoker.CheckAmmo(0,false,true) )
if ( invoker.CheckAmmo(0,false,true) && (waterlevel < 2) )
A_Refire("Refire");
}
FGNF G 0 A_ClearRefire();