Release Candidate 3:

- Fix inventory items not removing themselves when fully drained and no more
  copies are held.
- Fixed Minigun playing the unwind animation on player death.
- Fixed main hand Automag still firing when out of ammo dual wielding.
- Corrected name clash between two explosion sounds.
- Fixed suits still protecting from elemental damage when depleted.
- Add option to wear all suits simultaneously.
- Stunner now consumes Stinger ammo to recharge, this is more in line with the
  Unreal Bible.
- Max damage per explosion capped to 100 for Stinger. Prevents ludicrous
  map-clearing explosions with an amplified asmd combo.
- Shoot-through lines can now be activated by hitscan/beam weapons thanks to
  new DT "bullet trail" feature. No more softlocks in custom maps.
- Added option to make Peacemaker missiles not seek owner and allies.
- Peacemaker missiles start seeking targets much earlier, making it more viable
  indoors.
- Autocannon has had its damage increased again.
- Adjusted swingers for many weapons to feel a bit more natural. Still far from
  perfect.
- Reverted changes to Flamethrower projectile density, and simply made it have
  less dynamic lights.
- Adjustments to armors. Suit elemental resistances now take priority (as
  intended). [please redownload your DT devbuild for full effect]
- Added ring effect for 6-rocket tight wad. Completely forgot this was a thing.
- Fixed flashlight not clearing its dynlights when depleted and still having
  copies.
This commit is contained in:
Marisa the Magician 2019-10-10 08:32:36 +02:00
commit c6a81479ca
29 changed files with 218 additions and 74 deletions

View file

@ -238,6 +238,7 @@ Class Betamag : UnrealWeapon
Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
FLineTraceData d;
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
UTBulletTrail.DoTrail(self,origin,dir,10000,int((invoker.Amount+alt)**2));
if ( d.HitType == TRACE_HitActor )
{
int dmg = 14;
@ -484,14 +485,14 @@ Class Betamag : UnrealWeapon
{
A_Overlay(-9999,null);
invoker.slavewhip = true;
UTMainHandler.DoSwing(self,(FRandom[Betamag](-0.5,-0.4),FRandom[Betamag](0.2,0.3)),4,0,8,SWING_Spring,5);
UTMainHandler.DoSwing(self,(FRandom[Betamag](-0.5,-0.4),FRandom[Betamag](0.2,0.3)),4,0.3,8,SWING_Spring,5);
}
AUTW ABCDE 2;
AUTW F 0
{
if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
A_PlaySound("betamag/whip",CHAN_ITEM);
UTMainHandler.DoSwing(self,(FRandom[Betamag](-0.3,-0.2),FRandom[Betamag](-0.8,-0.5)),2,0,8,SWING_Spring,2,0.5);
UTMainHandler.DoSwing(self,(FRandom[Betamag](-0.3,-0.2),FRandom[Betamag](-0.8,-0.5)),7,-1,8,SWING_Spring,2,0.5);
}
AUTW FGHIJ 2;
AUTW K 0
@ -515,7 +516,7 @@ Class Betamag : UnrealWeapon
if ( !((invoker.Ammo1.Amount<=0) && (player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK))) && !(player.cmd.buttons&BT_RELOAD) ) return ResolveState("LeftIdle");
invoker.slavewhip = false;
A_Overlay(-9998,null);
UTMainHandler.DoSwing(self,(FRandom[Betamag](0.4,0.5),FRandom[Betamag](0.2,0.3)),4,0,8,SWING_Spring,5);
UTMainHandler.DoSwing(self,(FRandom[Betamag](0.4,0.5),FRandom[Betamag](0.2,0.3)),4,0.3,8,SWING_Spring,5);
return ResolveState(null);
}
2UTW ABCDE 2;
@ -523,7 +524,7 @@ Class Betamag : UnrealWeapon
{
if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
A_PlaySound("betamag/whip",CHAN_7);
UTMainHandler.DoSwing(self,(FRandom[Betamag](0.2,0.3),FRandom[Betamag](-0.8,-0.5)),2,0,8,SWING_Spring,2,0.5);
UTMainHandler.DoSwing(self,(FRandom[Betamag](0.2,0.3),FRandom[Betamag](-0.8,-0.5)),7,-1,8,SWING_Spring,2,0.5);
}
2UTW FGHIJ 2;
2UTW K 0