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

@ -186,6 +186,7 @@ Class HitListEntry
Class BigTracer : LineTracer
{
Actor ignoreme;
Array<Line> ShootThroughList;
Array<HitListEntry> hitlist;
double penetration; // please don't laugh
@ -213,6 +214,7 @@ Class BigTracer : LineTracer
{
if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BlockHitscan|Line.ML_BlockEverything)) )
return TRACE_Stop;
ShootThroughList.Push(Results.HitLine);
return TRACE_Skip;
}
return TRACE_Stop;
@ -308,7 +310,7 @@ Class BigGun : UnrealWeapon
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
A_QuakeEx(2,2,2,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
for ( int i=0; i<6; i++ )
UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.04,-0.2),FRandom[BigGun](-0.2,0.2)),FRandom[BigGun](6,9),FRandom[BigGun](-0.2,0.8),Random[BigGun](2,4),SWING_Spring,Random[BigGun](3,6),FRandom[BigGun](1.5,2.3));
UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.04,-0.2),FRandom[BigGun](-0.2,0.2)),FRandom[BigGun](6,9),FRandom[BigGun](-2,-3),Random[BigGun](2,4),SWING_Spring,Random[BigGun](3,4),FRandom[BigGun](1.5,2.3));
Vector3 x, y, z, x2, y2, z2;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
vel -= x*(player.onground?9.5:2.5);
@ -321,7 +323,16 @@ Class BigGun : UnrealWeapon
invoker.t.ignoreme = self;
invoker.t.hitlist.Clear();
invoker.t.penetration = 200.;
invoker.t.ShootThroughList.Clear();
invoker.t.Trace(origin,level.PointInSector(origin.xy),dir,10000.,0);
for ( int i=0; i<invoker.t.ShootThroughList.Size(); i++ )
invoker.t.ShootThroughList[i].Activate(self,0,SPAC_PCross);
for ( int i=5; i<invoker.t.Results.Distance; i+=10 )
{
if ( !Random[Boolet](0,bAlt?3:2) ) continue;
let b = Actor.Spawn("UTBubble",level.Vec3Offset(origin,dir*i));
b.Scale *= FRandom[Boolet](0.4,0.6);
}
for ( int i=0; i<invoker.t.hitlist.Size(); i++ )
{
let l = invoker.t.hitlist[i];
@ -462,7 +473,7 @@ Class BigGun : UnrealWeapon
BIGT BCDEFGHIJKLMNOP 2;
BIGT Q 2
{
UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.3,-0.2),FRandom[BigGun](0.4,0.5)),3,0,6,SWING_Spring,2,1.5);
UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.3,-0.2),FRandom[BigGun](0.4,0.5)),3,0.5,6,SWING_Spring,2,1.5);
}
BIGT RSTUVWXY 2;
Goto Idle;
@ -514,12 +525,12 @@ Class BigGun : UnrealWeapon
{
A_ClearRefire();
A_Overlay(-9999,"Null");
UTMainHandler.DoSwing(self,(FRandom[BigGun](0.7,0.3),FRandom[BigGun](0.4,0.3)),3,0,10,SWING_Spring,70,0.8);
UTMainHandler.DoSwing(self,(FRandom[BigGun](0.7,0.3),FRandom[BigGun](0.4,0.3)),3,0.2,10,SWING_Spring,70,0.8);
}
BIGR ABCDEFGHIJKL 2;
BIGR M 2
{
UTMainHandler.DoSwing(self,(FRandom[BigGun](0.3,0.4),FRandom[BigGun](0.6,0.8)),6,0,3,SWING_Spring,2,3);
UTMainHandler.DoSwing(self,(FRandom[BigGun](0.3,0.4),FRandom[BigGun](0.6,0.8)),6,-1,3,SWING_Spring,2,3);
invoker.clipout = true;
A_QuakeEx(2,2,2,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.18);
A_PlaySound("big/punch",CHAN_WEAPON,Dampener.Active(self)?.3:1.);
@ -529,7 +540,7 @@ Class BigGun : UnrealWeapon
BIR2 ABCDEF 2;
BIR2 G 2
{
UTMainHandler.DoSwing(self,(FRandom[BigGun](0.2,0.3),FRandom[BigGun](0.3,0.5)),6,0,3,SWING_Spring,2,3);
UTMainHandler.DoSwing(self,(FRandom[BigGun](0.2,0.3),FRandom[BigGun](0.3,0.5)),6,-1,3,SWING_Spring,2,3);
invoker.clipout = false;
let aadd = min(invoker.ammo1.amount,invoker.default.clipcount-invoker.clipcount);
invoker.clipcount += aadd;
@ -542,15 +553,19 @@ Class BigGun : UnrealWeapon
BIR2 M 2
{
invoker.PlayUpSound(self);
UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.3,-0.2),FRandom[BigGun](0.4,0.5)),3,0,6,SWING_Spring,2,1.5);
UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.3,-0.2),FRandom[BigGun](0.4,0.5)),3,0.5,7,SWING_Spring,3,1.5);
}
BIR2 NOP 2;
BIR2 Q 2
{
UTMainHandler.DoSwing(self,(FRandom[BigGun](0.2,0.3),FRandom[BigGun](-0.8,-1.2)),3,0,6,SWING_Spring,2,1.5);
UTMainHandler.DoSwing(self,(FRandom[BigGun](0.2,0.3),FRandom[BigGun](-0.8,-1.2)),3,-0.5,7,SWING_Spring,3,1.5);
}
BIR2 RSTUVWXYZ[\] 2;
BIR3 ABCDEF 2;
BIR3 A 2
{
UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.3,-0.2),FRandom[BigGun](0.4,0.5)),2,-0.5,3,SWING_Spring,1,2.);
}
BIR3 BCDEF 2;
Goto Idle;
Deselect:
BIGD A 1