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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29 changed files with 218 additions and 74 deletions
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@ -18,7 +18,13 @@ Class StunnerAmmo : Ammo
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if ( rechargephase < 7 ) return;
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rechargespeed = max(2.,.2*Amount);
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rechargephase = 0;
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Amount = min(Amount+1,MaxAmount);
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if ( Amount >= MaxAmount ) return;
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let sting = Owner.FindInventory("StingerAmmo");
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if ( sting && (sting.Amount > 0) )
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{
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sting.Amount--;
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Amount++;
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}
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}
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override bool TryPickup( in out Actor toucher )
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{
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@ -72,6 +78,7 @@ Class StunLight : PaletteLight
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Class StunTracer : LineTracer
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{
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Actor owner, ignore;
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Array<Line> ShootThroughList;
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override ETraceStatus TraceCallback()
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{
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@ -85,6 +92,7 @@ Class StunTracer : 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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@ -117,7 +125,10 @@ Class StunProj : Actor
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}
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// step trace
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tracedir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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t.ShootThroughList.Clear();
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t.Trace(pos,cursector,tracedir,500,0);
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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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totaldist += t.Results.Distance;
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// spawn particles
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for ( int i=10; i<t.Results.Distance; i+=80 )
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