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