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

@ -1365,13 +1365,24 @@ Class UFlashlight : UnrealInventory
Owner.A_PlaySound("lite/off",CHAN_ITEM);
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_FLASHLIGHT"));
if ( Amount <= 0 ) DepleteOrDestroy();
else
{
if ( lt[0] ) lt[0].Destroy();
if ( lt[1] ) lt[1].Destroy();
}
}
}
override void DetachFromOwner()
{
Super.DetachFromOwner();
if ( lt[0] ) lt[0].Destroy();
if ( lt[1] ) lt[1].Destroy();
Super.DetachFromOwner();
}
override void OwnerDied()
{
if ( lt[0] ) lt[0].Destroy();
if ( lt[1] ) lt[1].Destroy();
Super.OwnerDied();
}
override void Travelled()
{
@ -1413,6 +1424,11 @@ Class USearchlight : UFlashlight
Owner.A_PlaySound("lite/off",CHAN_ITEM);
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_SEARCHLIGHT"));
if ( Amount <= 0 ) DepleteOrDestroy();
else
{
if ( lt[0] ) lt[0].Destroy();
if ( lt[1] ) lt[1].Destroy();
}
}
}
override void SetupLights()