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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@ -230,7 +230,7 @@ Class UFlame : Actor
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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if ( waterlevel <= 0 )
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if ( (waterlevel <= 0) && Random[FlameT](0,1) )
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{
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let l = Spawn("UFlameLight",pos);
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l.target = self;
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@ -262,18 +262,18 @@ Class UFlame : Actor
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let s = Spawn("UTSmoke",pos);
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s.vel = (FRandom[FlameT](-0.2,0.2),FRandom[FlameT](-0.2,0.2),FRandom[FlameT](-0.2,0.2));
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s.vel += vel*0.3;
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s.alpha *= alpha*2;
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s.alpha *= alpha*4;
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s.scale *= 0.5+abs(scale.x)*(.5+GetAge()/6.);
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}
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if ( bAMBUSH ) return;
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if ( Random[FlameT](0,int(20*((default.alpha+0.1)-alpha))) ) return;
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double rad = 60+60*int(0.4-alpha);
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double rad = 60+120*int(0.2-alpha);
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let bt = BlockThingsIterator.Create(self,rad);
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while ( bt.Next() )
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{
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let t = bt.Thing;
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if ( !t || !t.bSHOOTABLE || (t.Health <= 0) || (t == tracer) || ((t == master) && (GetAge() < 6)) || (Distance3D(t) > rad+t.radius) ) continue;
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int amt = max(1,int(alpha*5));
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int amt = max(1,int(alpha*10));
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OnFire.Apply(t,master,amt);
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}
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}
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@ -283,7 +283,7 @@ Class UFlame : Actor
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Speed 20;
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Radius 4;
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Height 4;
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Alpha 0.4;
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Alpha 0.2;
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Scale 0.1;
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+NOBLOCKMAP;
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+NOGRAVITY;
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@ -304,7 +304,7 @@ Class UFlame : Actor
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{
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A_Flame();
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A_SetScale(scale.x*1.01+0.04);
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A_FadeOut(0.01);
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A_FadeOut(0.005);
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}
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Stop;
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}
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@ -886,7 +886,7 @@ Class UFlamethrower : UnrealWeapon
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Vector3 x, y, z, x2, y2, z2;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),15*x+2.3*y-2.7*z);
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//for ( int i=0; i<2; i++ )
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for ( int i=0; i<2; i++ )
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{
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double a = FRandom[FlameT](0,360), s = FRandom[FlameT](0,.05);
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[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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@ -904,7 +904,7 @@ Class UFlamethrower : UnrealWeapon
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p.vel = vel*.5+(cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed*FRandom[FlameT](0.3,0.6);
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p.vel.z -= 3;
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p.target = self;
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//continue;
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continue;
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}
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p.angle = atan2(dir.y,dir.x);
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p.pitch = asin(-dir.z);
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