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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@ -482,6 +482,7 @@ Class Flare : UnrealInventory
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Inventory.PickupMessage "$I_FLARES";
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Inventory.Icon "I_Flare";
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Inventory.MaxAmount 20;
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+UNREALINVENTORY.UNLIMITEDCOPIES;
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}
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override bool Use( bool pickup )
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{
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@ -2160,9 +2161,9 @@ Class MinigunSentryBase : Actor
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{
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if ( !user.player || !InStateSequence(CurState,FindState("Idle")) ) return false;
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if ( abs(DeltaAngle(angle,AngleTo(user))) < 120 ) return false;
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if ( deathmatch || !master )
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if ( !master || ((user != master) && master.IsHostile(user)) )
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{
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if ( master && (user != master) && master.CheckLocalView() )
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if ( master && master.CheckLocalView() )
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Console.Printf(StringTable.Localize("$M_SENTRYHIJACK"));
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if ( SentryItem.TransferOwnership(user,self) )
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return false; // on first touch only transfer ownership
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@ -2404,8 +2405,7 @@ Class SentryGun : Actor
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bool IsEnemy( Actor a )
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{
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if ( !a || !a.bSHOOTABLE || !a.bISMONSTER || (a.Health <= 0) ) return false;
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if ( deathmatch ) return ((a != master) && (a.master != master));
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return (!bFRIENDLY || (!a.bFRIENDLY && !a.player));
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return IsHostile(a);
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}
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bool HasTarget()
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{
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