1.0.5 hotfix 1:
- Various fixes for the Combined Patch. - Some safeguards for force field and sentries so they don't bug the hell out if receiving crushing or ice damage.
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14 changed files with 111 additions and 56 deletions
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@ -391,8 +391,8 @@ Class ASMDBall : Actor
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r.angle = atan2(HitNormal.y,HitNormal.x);
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r.pitch = asin(-HitNormal.z);
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r.scale *= 1.5;
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A_PlaySound("shock/hit",CHAN_VOICE);
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A_PlaySound("shock/ball",CHAN_WEAPON,pitch:FRandom[ASMD](0.5,1.5));
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A_PlaySound("asmd/hit",CHAN_VOICE);
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A_PlaySound("asmd/ball",CHAN_WEAPON,pitch:FRandom[ASMD](0.5,1.5));
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A_QuakeEx(4,4,4,30,0,200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:70,rollIntensity:0.15);
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A_AlertMonsters();
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int numpt = Random[ASMD](50,100);
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@ -581,7 +581,7 @@ Class ASMDBeam : Actor
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let r = Spawn("ASMDBlastRing",b.pos);
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r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
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r.pitch = asin(-t.Results.HitVector.z);
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A_PlaySound("shock/blast",CHAN_WEAPON,attenuation:0.5,pitch:0.6);
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A_PlaySound("asmd/blast",CHAN_WEAPON,attenuation:0.5,pitch:0.6);
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int numpt = Random[ASMD](200,300);
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for ( int i=0; i<numpt; i++ )
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{
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@ -649,7 +649,7 @@ Class ASMDBeam : Actor
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Spawn("ASMDBeamLight",pos);
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}
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A_QuakeEx(2,2,2,5,0,120,"",QF_RELATIVE|QF_SCALEDOWN,falloff:60,rollIntensity:0.1);
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A_PlaySound("shock/hit",CHAN_VOICE);
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A_PlaySound("asmd/hit",CHAN_VOICE);
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A_AlertMonsters();
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int numpt = Random[ASMD](20,50);
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for ( int i=0; i<numpt; i++ )
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@ -681,7 +681,7 @@ Class ASMD : UnrealWeapon
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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A_PlaySound("shock/fire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
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A_PlaySound("asmd/fire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
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invoker.FireEffect();
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A_Overlay(PSP_FLASH,"Flash");
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A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
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@ -712,7 +712,7 @@ Class ASMD : UnrealWeapon
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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A_PlaySound("shock/altfire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
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A_PlaySound("asmd/altfire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
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double mult = Amplifier.GetMult(self,80);
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invoker.FireEffect();
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A_Overlay(PSP_FLASH,"Flash");
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@ -744,7 +744,7 @@ Class ASMD : UnrealWeapon
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{
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Tag "$T_ASMD";
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Inventory.PickupMessage "$I_ASMD";
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Weapon.UpSound "shock/select";
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Weapon.UpSound "asmd/select";
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Weapon.SlotNumber 4;
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Weapon.SelectionOrder 2000;
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Weapon.SlotPriority 1;
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