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
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29 changed files with 218 additions and 74 deletions
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@ -125,6 +125,7 @@ Class ImpalerBoltTracer : LineTracer
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{
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Actor ignoreme;
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Array<HitListEntry> hitlist;
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Array<Line> ShootThroughList;
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override ETraceStatus TraceCallback()
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{
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@ -145,6 +146,7 @@ Class ImpalerBoltTracer : LineTracer
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{
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if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BlockHitscan|Line.ML_BlockEverything)) )
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return TRACE_Stop;
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ShootThroughList.Push(Results.HitLine);
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return TRACE_Skip;
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}
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return TRACE_Stop;
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@ -167,7 +169,10 @@ Class ImpalerBurstBolt : Actor
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t.hitlist.Clear();
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Vector3 x, y, z;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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t.ShootThroughList.Clear();
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t.Trace(pos,CurSector,x,11.125,0);
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for ( int i=0; i<t.ShootThroughList.Size(); i++ )
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t.ShootThroughList[i].Activate(target,0,SPAC_PCross);
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for ( int i=0; i<t.hitlist.Size(); i++ )
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{
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UTMainHandler.DoKnockback(t.hitlist[i].hitactor,t.hitlist[i].x,6000);
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@ -307,7 +312,10 @@ Class ImpalerBolt : Actor
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t.HitList.Clear();
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if ( bHITOWNER ) t.ignoreme = null;
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else t.ignoreme = target;
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t.ShootThroughList.Clear();
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t.Trace(pos,cursector,x,beamsize,0);
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for ( int i=0; i<t.ShootThroughList.Size(); i++ )
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t.ShootThroughList[i].Activate(target,0,SPAC_PCross);
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for ( int i=0; i<t.HitList.Size(); i++ )
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{
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if ( !(GetAge()%15) )
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