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:
parent
7051cb25be
commit
c6a81479ca
29 changed files with 218 additions and 74 deletions
|
|
@ -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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue