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.
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29 changed files with 218 additions and 74 deletions
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@ -541,7 +541,7 @@ Class DispersionPistol : UnrealWeapon
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}
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A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
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A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
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UTMainHandler.DoSwing(self,(FRandom[DPistol](-0.1,-0.3),FRandom[DPistol](-0.1,0.3)),2,-0.3,3,SWING_Spring,0,3);
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UTMainHandler.DoSwing(self,(FRandom[DPistol](-0.1,-0.3),FRandom[DPistol](-0.1,0.3)),2+invoker.upgradelevel*0.5,-0.3,3,SWING_Spring,0,3+invoker.upgradelevel);
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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Vector3 x, y, z;
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@ -614,7 +614,7 @@ Class DispersionPistol : UnrealWeapon
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A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
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A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
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double ss = 0.5+invoker.chargesize*0.3;
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UTMainHandler.DoSwing(self,(FRandom[DPistol](-0.1,-0.3)*ss,FRandom[DPistol](-0.1,0.3))*ss,2,-0.3,3,SWING_Spring,0,3);
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UTMainHandler.DoSwing(self,(FRandom[DPistol](-0.1,-0.3)*ss,FRandom[DPistol](-0.1,0.3))*ss,2+invoker.upgradelevel*0.5,-0.3,3,SWING_Spring,0,3+invoker.upgradelevel);
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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int qs = int(1+invoker.chargesize*0.3);
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A_QuakeEx(qs,qs,qs,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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@ -850,7 +850,7 @@ Class DispersionPistol : UnrealWeapon
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Wait;
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AltRelease2:
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#### # 3 A_DispAltFire();
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DPF2 ABC 6;
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DPF2 ABC 8;
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DPI2 A 3;
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Goto Idle;
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AltFire3:
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@ -858,7 +858,7 @@ Class DispersionPistol : UnrealWeapon
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Wait;
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AltRelease3:
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#### # 3 A_DispAltFire();
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DPF3 ABC 6;
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DPF3 ABC 9;
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DPI3 A 3;
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Goto Idle;
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AltFire4:
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@ -866,7 +866,7 @@ Class DispersionPistol : UnrealWeapon
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Wait;
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AltRelease4:
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#### # 3 A_DispAltFire();
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DPF4 ABC 6;
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DPF4 ABC 10;
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DPI4 A 3;
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Goto Idle;
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AltFire5:
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@ -874,7 +874,7 @@ Class DispersionPistol : UnrealWeapon
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Wait;
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AltRelease5:
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#### # 3 A_DispAltFire();
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DPF5 ABC 6;
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DPF5 ABC 12;
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DPI5 A 3;
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Goto Idle;
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Upgrade:
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