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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@ -47,12 +47,12 @@ Class UMinigun : UnrealWeapon
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if ( alt )
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{
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A_QuakeEx(2,2,2,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
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UTMainHandler.DoSwing(self,(FRandom[Minigun](-1,1),FRandom[Minigun](-1,1)),0.5,0,1,SWING_Spring,0,3);
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UTMainHandler.DoSwing(self,(FRandom[Minigun](-1,1),FRandom[Minigun](-1,1)),0.5,0,2,SWING_Spring,0,3);
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}
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else
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{
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A_QuakeEx(1,1,1,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
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UTMainHandler.DoSwing(self,(FRandom[Minigun](-1,1),FRandom[Minigun](-1,1)),0.3,0,1,SWING_Spring,0,3);
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UTMainHandler.DoSwing(self,(FRandom[Minigun](-1,1),FRandom[Minigun](-1,1)),0.3,0,2,SWING_Spring,0,3);
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}
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let l = Spawn("MinigunLight",pos);
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l.target = self;
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@ -65,6 +65,7 @@ Class UMinigun : UnrealWeapon
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Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
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FLineTraceData d;
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LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
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UTBulletTrail.DoTrail(self,origin,dir,10000,alt?5:3);
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if ( d.HitType == TRACE_HitActor )
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{
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int dmg = Random[Minigun](8,14); // fun fact: the Minigun is one of the few weapons that has actual RNG damage in Unreal
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@ -183,7 +184,8 @@ Class UMinigun : UnrealWeapon
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let weap = Weapon(invoker);
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if ( !(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)) || (weap.Ammo1.Amount <= 0) )
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{
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player.SetPSprite(PSP_WEAPON,invoker.FindState("Release"));
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A_StopSound(CHAN_WEAPON);
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if ( Health > 0 ) player.SetPSprite(PSP_WEAPON,invoker.FindState("Release"));
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return ResolveState("Null");
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}
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return ResolveState(null);
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