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

@ -121,7 +121,7 @@ Class UFlakSlug : FlakSlug
UTMainHandler.DoBlast(self,120,75000);
A_Explode(70,120);
A_QuakeEx(4,4,4,8,0,170,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollIntensity:0.2);
A_PlaySound("flak/explode",CHAN_VOICE);
A_PlaySound("uflak/explode",CHAN_VOICE);
A_AlertMonsters();
if ( !Tracer ) Spawn("SlugSmoke",pos);
Spawn("SlugLight",pos);
@ -184,8 +184,8 @@ Class UFlakCannon : UnrealWeapon
{
action void A_Loading( bool first = false )
{
if ( first ) A_PlaySound("flak/load",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
else A_PlaySound("flak/reload",CHAN_6,Dampener.Active(self)?.06:.6);
if ( first ) A_PlaySound("uflak/load",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
else A_PlaySound("uflak/reload",CHAN_6,Dampener.Active(self)?.06:.6);
}
action void A_FireChunks()
{
@ -193,7 +193,7 @@ Class UFlakCannon : UnrealWeapon
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("flak/fire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
A_PlaySound("uflak/fire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
A_Overlay(PSP_FLASH,"Flash");
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
@ -252,7 +252,7 @@ Class UFlakCannon : UnrealWeapon
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("flak/altfire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
A_PlaySound("uflak/altfire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
A_Overlay(PSP_FLASH,"Flash");
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
@ -292,7 +292,7 @@ Class UFlakCannon : UnrealWeapon
{
Tag "$T_FLAKCANNON";
Inventory.PickupMessage "$I_FLAKCANNON";
Weapon.UpSound "flak/select";
Weapon.UpSound "uflak/select";
Weapon.SlotNumber 6;
Weapon.SelectionOrder 1100;
Weapon.SlotPriority 1;
@ -342,7 +342,7 @@ Class UFlakCannon : UnrealWeapon
FLKF A 1 A_FireChunks();
FLKF BCDEFGHI 1;
FLKF J 5;
FLKE A 1 A_PlaySound("flak/click",CHAN_6,Dampener.Active(self)?.05:.5);
FLKE A 1 A_PlaySound("uflak/click",CHAN_6,Dampener.Active(self)?.05:.5);
FLKE BCDEFGHIJKLMN 1;
FLKE S 4
{