Release Candidate 1:
- Adjusted ammo giving behaviour for weapons with clip count. - Fixed dual naming of automag/betamag.
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commit
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5 changed files with 43 additions and 7 deletions
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@ -184,12 +184,14 @@ Class UPlayer : UTPlayer
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// force akimbo
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let t = FindInventory(type);
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if ( t ) t.Amount = 2;
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t.SetTag(StringTable.Localize("$T_AUTOMAG2"));
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}
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else if ( (type is 'Betamag') && sting_protomags )
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{
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// force akimbo
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let t = FindInventory(type);
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if ( t ) t.Amount = 2;
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t.SetTag(StringTable.Localize("$T_PROTOMAG2"));
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}
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else if ( type is 'DispersionPistol' )
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{
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@ -801,6 +803,25 @@ Class UTeleParticle : UTMeshParticle
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Class UnrealWeapon : UTWeapon
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{
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private int UWeaponFlags;
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FlagDef NoFirstGive : UWeaponFlags, 0; // don't give ammo on first pickup (for weapons with a clip count)
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override void AttachToOwner (Actor other)
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{
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Inventory.AttachToOwner(other);
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Ammo1 = AddAmmo(Owner,AmmoType1,bNoFirstGive?0:AmmoGive1);
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Ammo2 = AddAmmo(Owner,AmmoType2,bNoFirstGive?0:AmmoGive2);
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SisterWeapon = AddWeapon(SisterWeaponType);
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if ( Owner.player )
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{
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if ( !Owner.player.GetNeverSwitch() && !bNo_Auto_Switch )
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Owner.player.PendingWeapon = self;
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if ( Owner.player.mo == players[consoleplayer].camera )
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StatusBar.ReceivedWeapon(self);
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}
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GivenAsMorphWeapon = false;
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}
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override void FireEffect()
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{
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Super.FireEffect();
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