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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7051cb25be
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29 changed files with 218 additions and 74 deletions
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@ -37,7 +37,7 @@ Class SMiniShell : FastProjectile
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{
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Obituary "$O_SMINI";
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DamageType 'Shot';
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DamageFunction 300;
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DamageFunction 400;
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Radius 4;
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Height 4;
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Speed 200;
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@ -71,7 +71,7 @@ Class SMiniShell : FastProjectile
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A_AlertMonsters();
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A_SetRenderStyle(1.0,STYLE_Add);
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A_NoGravity();
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A_Explode(150,120,XF_HURTSOURCE|XF_EXPLICITDAMAGETYPE,damagetype:'exploded');
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A_Explode(200,120,XF_HURTSOURCE|XF_EXPLICITDAMAGETYPE,damagetype:'exploded');
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A_QuakeEx(4,4,4,10,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollintensity:0.2);
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A_PlaySound("smini/explode",CHAN_VOICE,pitch:FRandom[SMini](0.8,1.2));
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A_SprayDecal("SmallRocketBlast");
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@ -214,7 +214,7 @@ Class SMiniGun : UnrealWeapon
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for ( int i=0; i<(bAlt?4:1); i++ )
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{
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if ( bAlt && !weap.DepleteAmmo(weap.bAltFire,true,1) ) break;
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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));
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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));
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int pos = bAlt?i:invoker.special1;
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origin = level.Vec3Offset(origin,x*(!(pos%2)?-1.5:1.5)+y*(pos<2?1.5:-1.5));
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double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,bAlt?0.12:0.03);
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