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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@ -663,7 +663,7 @@ Class UnrealInventory : Inventory
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{
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Charge -= val;
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if ( Charge > 0 ) return false;
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if ( Amount > 1 )
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if ( Amount >= 1 )
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{
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Amount--;
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Charge = DefaultCharge;
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@ -731,9 +731,15 @@ Class UnrealInventory : Inventory
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}
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override void DetachFromOwner()
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{
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Super.DetachFromOwner();
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// deactivate
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bActive = false;
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Super.DetachFromOwner();
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}
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override void OwnerDied()
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{
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// deactivate
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bActive = false;
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Super.OwnerDied();
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}
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override void OnDrop( Actor dropper )
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{
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