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.
This commit is contained in:
Marisa the Magician 2019-12-03 18:21:36 +01:00
commit b8ab28175a
14 changed files with 111 additions and 56 deletions

View file

@ -391,8 +391,8 @@ Class ASMDBall : Actor
r.angle = atan2(HitNormal.y,HitNormal.x);
r.pitch = asin(-HitNormal.z);
r.scale *= 1.5;
A_PlaySound("shock/hit",CHAN_VOICE);
A_PlaySound("shock/ball",CHAN_WEAPON,pitch:FRandom[ASMD](0.5,1.5));
A_PlaySound("asmd/hit",CHAN_VOICE);
A_PlaySound("asmd/ball",CHAN_WEAPON,pitch:FRandom[ASMD](0.5,1.5));
A_QuakeEx(4,4,4,30,0,200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:70,rollIntensity:0.15);
A_AlertMonsters();
int numpt = Random[ASMD](50,100);
@ -581,7 +581,7 @@ Class ASMDBeam : Actor
let r = Spawn("ASMDBlastRing",b.pos);
r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
r.pitch = asin(-t.Results.HitVector.z);
A_PlaySound("shock/blast",CHAN_WEAPON,attenuation:0.5,pitch:0.6);
A_PlaySound("asmd/blast",CHAN_WEAPON,attenuation:0.5,pitch:0.6);
int numpt = Random[ASMD](200,300);
for ( int i=0; i<numpt; i++ )
{
@ -649,7 +649,7 @@ Class ASMDBeam : Actor
Spawn("ASMDBeamLight",pos);
}
A_QuakeEx(2,2,2,5,0,120,"",QF_RELATIVE|QF_SCALEDOWN,falloff:60,rollIntensity:0.1);
A_PlaySound("shock/hit",CHAN_VOICE);
A_PlaySound("asmd/hit",CHAN_VOICE);
A_AlertMonsters();
int numpt = Random[ASMD](20,50);
for ( int i=0; i<numpt; i++ )
@ -681,7 +681,7 @@ Class ASMD : UnrealWeapon
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("shock/fire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
A_PlaySound("asmd/fire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
invoker.FireEffect();
A_Overlay(PSP_FLASH,"Flash");
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
@ -712,7 +712,7 @@ Class ASMD : UnrealWeapon
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("shock/altfire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
A_PlaySound("asmd/altfire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
double mult = Amplifier.GetMult(self,80);
invoker.FireEffect();
A_Overlay(PSP_FLASH,"Flash");
@ -744,7 +744,7 @@ Class ASMD : UnrealWeapon
{
Tag "$T_ASMD";
Inventory.PickupMessage "$I_ASMD";
Weapon.UpSound "shock/select";
Weapon.UpSound "asmd/select";
Weapon.SlotNumber 4;
Weapon.SelectionOrder 2000;
Weapon.SlotPriority 1;