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

@ -37,7 +37,7 @@ Class SMiniShell : FastProjectile
{
Obituary "$O_SMINI";
DamageType 'Shot';
DamageFunction 300;
DamageFunction 400;
Radius 4;
Height 4;
Speed 200;
@ -71,7 +71,7 @@ Class SMiniShell : FastProjectile
A_AlertMonsters();
A_SetRenderStyle(1.0,STYLE_Add);
A_NoGravity();
A_Explode(150,120,XF_HURTSOURCE|XF_EXPLICITDAMAGETYPE,damagetype:'exploded');
A_Explode(200,120,XF_HURTSOURCE|XF_EXPLICITDAMAGETYPE,damagetype:'exploded');
A_QuakeEx(4,4,4,10,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollintensity:0.2);
A_PlaySound("smini/explode",CHAN_VOICE,pitch:FRandom[SMini](0.8,1.2));
A_SprayDecal("SmallRocketBlast");
@ -214,7 +214,7 @@ Class SMiniGun : UnrealWeapon
for ( int i=0; i<(bAlt?4:1); i++ )
{
if ( bAlt && !weap.DepleteAmmo(weap.bAltFire,true,1) ) break;
UTMainHandler.DoSwing(self,basedir+(FRandom[SMini](-0.04,0.04),FRandom[SMini](-0.04,0.04)),FRandom[SMini](3,4),FRandom[SMini](-0.2,0.8),Random[SMini](2,4),SWING_Spring,Random[SMini](3,6),FRandom[SMini](1.5,2.3));
UTMainHandler.DoSwing(self,basedir+(FRandom[SMini](-0.04,0.04),FRandom[SMini](-0.04,0.04)),FRandom[SMini](6,8),FRandom[SMini](-1,-2),Random[SMini](3,4),SWING_Spring,Random[SMini](3,4),FRandom[SMini](2.2,3.5));
int pos = bAlt?i:invoker.special1;
origin = level.Vec3Offset(origin,x*(!(pos%2)?-1.5:1.5)+y*(pos<2?1.5:-1.5));
double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,bAlt?0.12:0.03);