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

@ -65,19 +65,20 @@ Class AsbestosSuit : UnrealArmor
Inventory.PickupSound "misc/suit";
Inventory.Icon "I_Suit";
}
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
override void ModifyDamage( int damage, Name damageType, out int newdamage, bool passive, Actor inflictor, Actor source, int flags )
{
if ( (damageType == 'Fire') || (damageType == 'Ice') ) damage = newdamage = 0;
Super.AbsorbDamage(damage,damageType,newdamage);
if ( passive && (Amount > 0) && ((damageType == 'Fire') || (damageType == 'Ice')) )
newdamage = 0;
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
if ( sting_allsuits ) return;
// remove other suits
Inventory i = other.FindInventory("ToxinSuit");
if ( i ) other.RemoveInventory(i);
i = other.FindInventory("KevlarSuit");
if ( i ) other.RemoveInventory(i);
Super.AttachToOwner(other);
}
States
{
@ -101,14 +102,15 @@ Class ToxinSuit : UnrealArmor
Inventory.PickupSound "misc/suit";
Inventory.Icon "I_TSuit";
}
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
override void ModifyDamage( int damage, Name damageType, out int newdamage, bool passive, Actor inflictor, Actor source, int flags )
{
if ( damageType == 'Slime' ) damage = newdamage = 0;
Super.AbsorbDamage(damage,damageType,newdamage);
if ( passive && (Amount > 0) && ((damageType == 'Slime') || (damageType == 'Poison')) )
newdamage = 0;
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
if ( sting_allsuits ) return;
// remove other suits
Inventory i = other.FindInventory("AsbestosSuit");
if ( i ) other.RemoveInventory(i);
@ -140,6 +142,7 @@ Class KevlarSuit : UnrealArmor
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
if ( sting_allsuits ) return;
// remove other suits
Inventory i = other.FindInventory("AsbestosSuit");
if ( i ) other.RemoveInventory(i);
@ -163,9 +166,13 @@ Class ShieldBelt : UnrealArmor
Owner.A_PlaySound("belt/absorb",CHAN_7);
UTMainHandler.DoFlash(Owner,Color(80,255,224,0),5);
}
int oldamt = amount;
Super.AbsorbDamage(damage,damageType,newdamage);
if ( (oldamt > 0) && (amount <= 0) && Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_SHIELDBELT"));
}
override void DepleteOrDestroy()
{
if ( (amount <= 0) && Owner.CheckLocalView() )
Console.Printf(StringTable.Localize("$D_SHIELDBELT"));
Super.DepleteOrDestroy();
}
Default
{
@ -202,11 +209,16 @@ Class PowerShield : UnrealArmor
Owner.A_PlaySound("belt/absorb",CHAN_7);
UTMainHandler.DoFlash(Owner,Color(80,224,0,255),5);
gothit = true;
damage = 0;
newdamage = 0;
}
int oldamt = amount;
amount = int.max; // blocks all damage
Super.AbsorbDamage(damage,damageType,newdamage);
amount = oldamt; // does not drain here
if ( damage > 0 ) newdamage = ApplyDamageFactors(GetClass(),damageType,damage,damage);
}
override void DepleteOrDestroy()
{
if ( (amount <= 0) && Owner.CheckLocalView() )
Console.Printf(StringTable.Localize("$D_POWERSHIELD"));
Super.DepleteOrDestroy();
}
override void Tick()
{
@ -218,11 +230,7 @@ Class PowerShield : UnrealArmor
gothit = false;
}
if ( !(level.maptime%15) && !sting_pshield ) amount--;
if ( amount <= 0 )
{
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_POWERSHIELD"));
DepleteOrDestroy();
}
if ( amount <= 0 ) DepleteOrDestroy();
}
Default
{