- 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

@ -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;