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

@ -125,6 +125,7 @@ Class ImpalerBoltTracer : LineTracer
{
Actor ignoreme;
Array<HitListEntry> hitlist;
Array<Line> ShootThroughList;
override ETraceStatus TraceCallback()
{
@ -145,6 +146,7 @@ Class ImpalerBoltTracer : 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;
@ -167,7 +169,10 @@ Class ImpalerBurstBolt : Actor
t.hitlist.Clear();
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
t.ShootThroughList.Clear();
t.Trace(pos,CurSector,x,11.125,0);
for ( int i=0; i<t.ShootThroughList.Size(); i++ )
t.ShootThroughList[i].Activate(target,0,SPAC_PCross);
for ( int i=0; i<t.hitlist.Size(); i++ )
{
UTMainHandler.DoKnockback(t.hitlist[i].hitactor,t.hitlist[i].x,6000);
@ -307,7 +312,10 @@ Class ImpalerBolt : Actor
t.HitList.Clear();
if ( bHITOWNER ) t.ignoreme = null;
else t.ignoreme = target;
t.ShootThroughList.Clear();
t.Trace(pos,cursector,x,beamsize,0);
for ( int i=0; i<t.ShootThroughList.Size(); i++ )
t.ShootThroughList[i].Activate(target,0,SPAC_PCross);
for ( int i=0; i<t.HitList.Size(); i++ )
{
if ( !(GetAge()%15) )