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.
This commit is contained in:
parent
c269a58b28
commit
a54f1495c7
12 changed files with 117 additions and 64 deletions
|
|
@ -89,16 +89,17 @@ Class UnrealHUD : BaseStatusBar
|
|||
mMapFont = HUDFont.Create(WhiteFont);
|
||||
OldLargeFont = Font.GetFont('UOldLargeFont');
|
||||
OldSmallFont = Font.GetFont('UOldSmallFont');
|
||||
OldAmmo[0] = "Disp083";
|
||||
OldAmmo[1] = "Clip083";
|
||||
OldAmmo[2] = "Tary083";
|
||||
OldAmmo[3] = "Asmd083";
|
||||
OldAmmo[4] = "Rokt083";
|
||||
OldAmmo[5] = "Flak083";
|
||||
OldAmmo[6] = "Razor083";
|
||||
OldAmmo[7] = "Bio083";
|
||||
OldAmmo[8] = "Rifle083";
|
||||
OldAmmo[9] = "Mini083";
|
||||
// arranged so weapon-specific icons are checked first
|
||||
OldAmmo[0] = "Mini083";
|
||||
OldAmmo[1] = "Disp083";
|
||||
OldAmmo[2] = "Clip083";
|
||||
OldAmmo[3] = "Tary083";
|
||||
OldAmmo[4] = "Asmd083";
|
||||
OldAmmo[5] = "Rokt083";
|
||||
OldAmmo[6] = "Flak083";
|
||||
OldAmmo[7] = "Razor083";
|
||||
OldAmmo[8] = "Bio083";
|
||||
OldAmmo[9] = "Rifle083";
|
||||
OldAmmo[10] = "Shell083";
|
||||
OldAmmo[11] = "Impal083";
|
||||
OldAmmo[12] = "Flame083";
|
||||
|
|
@ -108,16 +109,16 @@ Class UnrealHUD : BaseStatusBar
|
|||
OldAmmo[16] = "Smini083";
|
||||
OldAmmo[17] = "Peace083";
|
||||
OldAmmo[18] = "OLSMP083";
|
||||
OldAmmoType[0] = "DefaultAmmo";
|
||||
OldAmmoType[1] = "UMiniAmmo";
|
||||
OldAmmoType[2] = "StingerAmmo";
|
||||
OldAmmoType[3] = "AsmdAmmo";
|
||||
OldAmmoType[4] = "URocketAmmo";
|
||||
OldAmmoType[5] = "UFlakBox";
|
||||
OldAmmoType[6] = "RazorAmmo";
|
||||
OldAmmoType[7] = "UBioAmmo";
|
||||
OldAmmoType[8] = "URifleAmmo";
|
||||
OldAmmoType[9] = "UMinigun";
|
||||
OldAmmoType[0] = "UMinigun";
|
||||
OldAmmoType[1] = "DefaultAmmo";
|
||||
OldAmmoType[2] = "UMiniAmmo";
|
||||
OldAmmoType[3] = "StingerAmmo";
|
||||
OldAmmoType[4] = "AsmdAmmo";
|
||||
OldAmmoType[5] = "URocketAmmo";
|
||||
OldAmmoType[6] = "UFlakBox";
|
||||
OldAmmoType[7] = "RazorAmmo";
|
||||
OldAmmoType[8] = "UBioAmmo";
|
||||
OldAmmoType[9] = "URifleAmmo";
|
||||
OldAmmoType[10] = "UShells";
|
||||
OldAmmoType[11] = "ImpalerAmmo";
|
||||
OldAmmoType[12] = "FlameAmmo";
|
||||
|
|
@ -193,7 +194,7 @@ Class UnrealHUD : BaseStatusBar
|
|||
{
|
||||
if ( (i.Amount <= 1) && !((i is 'UnrealInventory') && UnrealInventory(i).bDRAWSPECIAL) ) return;
|
||||
double TempX = CurX, TempY = CurY;
|
||||
string itxt = String.Format("%d",((i is 'UnrealInventory')&&UnrealInventory(i).bDRAWSPECIAL)?i.special1:i.Amount);
|
||||
string itxt = String.Format("%d",((i is 'UnrealInventory')&&UnrealInventory(i).bDRAWSPECIAL)?i.special1:min(99999,i.Amount));
|
||||
CurX += 30;
|
||||
CurY += 23;
|
||||
CurX -= TinyRedFont.StringWidth(itxt);
|
||||
|
|
@ -724,7 +725,12 @@ Class UnrealHUD : BaseStatusBar
|
|||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
CPlayer.inventorytics = 0;
|
||||
if ( CPlayer.inventorytics > 0 )
|
||||
{
|
||||
if ( CPlayer.mo.InvSel )
|
||||
Console.Printf(StringTable.Localize("$M_ISELECT"),CPlayer.mo.InvSel.GetTag());
|
||||
CPlayer.inventorytics = 0;
|
||||
}
|
||||
vtracer.ignore = CPlayer.mo;
|
||||
vtracer.trace(CPlayer.mo.Vec2OffsetZ(0,0,CPlayer.viewz),CPlayer.mo.CurSector,(cos(CPlayer.mo.angle)*cos(CPlayer.mo.pitch),sin(CPlayer.mo.angle)*cos(CPlayer.mo.pitch),-sin(CPlayer.mo.pitch)),1000,0);
|
||||
if ( vtracer.Results.HitType != TRACE_HitActor ) return;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue