Beta 2. Changes are as follows:

- Corrected selection order of all weapons.
- Rewrote flaky reloading code. Should be more robust now.
- [flak_m] manually triggered player animations no longer happen while dead.
- Protomag whip damage changed to 15, instead of same damage as Doom fist. This matches the Unreal 0.83 default melee damage.
- Adjusted dual-wielded weapons to try and prevent spin/reload from triggering right when the second gun is brought up.
- Razorclaw no longer stunlocks and can gib.
- Razorclaw damages increased (5/20 → 6/30).
- Dispersion Pistol alt splash damage radius reduced (120 → 80);
- Fixed Dispersion Pistol switching out instead of releasing when out of ammo.
- Dispersion Pistol will only autoselect if it has at least 10 ammo.
- Increased Fireblaster alt projectile damage (50 → 60).
- Fireblaster no longer forces an autoswitch when trying to altfire with less than 30 ammo.
- Increased Autocannon ammo capacity (30/50 → 32/64) and pickup ammo (20 → 32).
- Increased Autocannon hit damage (150 → 300) and explosion radius (50 → 120).
- Adjusted Impaler bolt damage formula (2*amplifiermult**3 → 10*amplifiermult**1.5).
- Impaler bolt seek range now affected by Amplifier.
- Reduced Impaler base explosion radius (120 → 80).
- Impaler altfire drain also affected by Amplifier too.
- Removed the ability to put out fire by moving very fast. This was a dumb idea as it would make fast monsters harder to burn.
- Increased Quadshot per-trace damage to fixed value (Random(4,8) → 11). This matches the 0.83 damage value for it.
- Doubled the damage boost of Razorjack charging.
- Fix Stinger altfire only firing 4 shoots. Was supposed to fire 5 with the first being always accurate.
- Adjusted Stunner damage and charge range so it matches Unreal Bible values (0-6/1-6 → 0-5/1-20).
- Reduced Stunner ammo consumption for a full charge (20 → 10).
- Stunner now also flagged as a "wimpy weapon".
- Reduced Eightball splash damage radius (200/200 → 120/140).
- Dispersion Pistol and Stunner always have at least 1 ammo after each shot.
- Added option to disable Impaler beam self-damage.
This commit is contained in:
Marisa the Magician 2019-09-27 22:26:44 +02:00
commit da224bcfae
26 changed files with 215 additions and 146 deletions

View file

@ -23,6 +23,7 @@ Class Automag : UnrealWeapon
{
int ClipCount, SlaveClipCount;
bool SlaveActive, SlaveDown, SlaveReload, SlaveAltFire, SlaveSpin;
bool ClipOut, SlaveClipOut;
int SlaveRefire;
double AltAccuracy;
@ -31,8 +32,8 @@ Class Automag : UnrealWeapon
override int, int, bool, bool GetClipAmount()
{
if ( Amount > 1 ) return ClipCount, SlaveClipCount, (ClipCount<5), (SlaveClipCount<5);
return ClipCount, -1, (ClipCount<5), false;
if ( Amount > 1 ) return ClipOut?-1:ClipCount, SlaveClipOut?-1:SlaveClipCount, (ClipCount<5), (SlaveClipCount<5);
return ClipOut?-1:ClipCount, -1, (ClipCount<5), false;
}
override bool HandlePickup( Inventory item )
{
@ -252,7 +253,20 @@ Class Automag : UnrealWeapon
override void OwnerDied()
{
Super.OwnerDied();
slaverefire = 0;
slavespin = slavereload = slaverefire = 0;
if ( Owner.player.ReadyWeapon != self ) return;
let psp = Owner.player.FindPSprite(2);
if ( psp )
{
slaveactive = false;
Owner.player.SetPSprite(2,ResolveState("LeftDeselect"));
}
}
override void DoEffect()
{
Super.DoEffect();
if ( Amount > 1 ) SelectionOrder = 1250;
else SelectionOrder = default.SelectionOrder;
}
override void Tick()
{
@ -288,7 +302,7 @@ Class Automag : UnrealWeapon
Inventory.InterHubAmount 2;
Weapon.UpSound "automag/select";
Weapon.SlotNumber 2;
Weapon.SelectionOrder 2;
Weapon.SelectionOrder 2800;
Weapon.SlotPriority 1;
Weapon.AmmoType "UMiniAmmo";
Weapon.AmmoUse 1;
@ -312,9 +326,13 @@ Class Automag : UnrealWeapon
Ready:
AUTS A 0
{
invoker.slaveclipout = invoker.clipout = false;
invoker.slavedown = false;
if ( !invoker.slaveactive && (CountInv("Automag") > 1) )
{
invoker.slavespin = invoker.slavereload = invoker.slaverefire = 0;
A_Overlay(2,"LeftReady");
}
}
AUTS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE);
AUS2 ABCD 1 A_WeaponReady(WRF_NOFIRE);
@ -347,20 +365,19 @@ Class Automag : UnrealWeapon
{
A_CheckReload();
if ( (invoker.clipcount <= 0) && (invoker.Ammo1.Amount > 0) ) player.SetPSprite(PSP_WEAPON,ResolveState("Reload"));
else if ( ((invoker.clipcount < min(invoker.default.clipcount,invoker.Ammo1.Amount)) || (invoker.slaveclipcount < min(invoker.default.slaveclipcount,invoker.Ammo1.Amount))) ) A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM);
else if ( ((invoker.clipcount < invoker.default.clipcount) || (invoker.slaveclipcount < invoker.default.slaveclipcount)) && (invoker.Ammo1.Amount > 0) ) A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM);
else A_WeaponReady(WRF_ALLOWZOOM);
if ( !invoker.slaveactive && (CountInv("Automag") > 1) ) A_Overlay(2,"LeftReady");
if ( !invoker.slaveactive && (CountInv("Automag") > 1) )
{
invoker.slavespin = invoker.slavereload = invoker.slaverefire = 0;
A_Overlay(2,"LeftReady");
}
}
Wait;
LeftDummy:
TNT1 A 1
{
if ( health <= 0 )
{
invoker.slaveactive = false;
player.SetPSprite(2,ResolveState("LeftDeselect"));
}
else if ( invoker.slavereload ) player.SetPSprite(2,ResolveState("LeftReload"));
if ( invoker.slavereload ) player.SetPSprite(2,ResolveState("LeftReload"));
else if ( invoker.slavedown ) player.SetPSprite(2,ResolveState("LeftDeselect"));
else if ( invoker.slavespin ) player.SetPSprite(2,ResolveState("LeftZoom"));
else A_LeftWeaponReady();
@ -474,17 +491,16 @@ Class Automag : UnrealWeapon
Reload:
AUTR A 0
{
if ( invoker.clipcount>=min(invoker.default.clipcount,invoker.Ammo1.Amount) )
if ( invoker.clipcount >= invoker.default.clipcount )
{
invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount < min(invoker.default.slaveclipcount,invoker.Ammo1.Amount)))||(invoker.slaveclipcount <= 0);
invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount<invoker.default.slaveclipcount)&&(invoker.Ammo1.Amount>0));
return ResolveState("Idle");
}
return ResolveState(null);
}
AUTR A 0
{
invoker.special1 = min(invoker.default.clipcount,invoker.Ammo1.Amount)-invoker.clipcount;
invoker.clipcount = -1;
invoker.clipout = true;
A_Overlay(-9999,null);
A_PlaySound("automag/click",CHAN_WEAPON,!Dampener.Active(self)?1.:.1);
}
@ -492,25 +508,26 @@ Class Automag : UnrealWeapon
AUTD ABCD 1;
AUTD E 30
{
invoker.clipcount = Min(invoker.default.clipcount,invoker.Ammo1.Amount);
invoker.Ammo1.Amount -= invoker.special1;
invoker.clipout = false;
let aadd = min(invoker.Ammo1.Amount,invoker.default.clipcount-invoker.clipcount);
invoker.clipcount += aadd;
invoker.Ammo1.Amount -= aadd;
A_PlaySound("automag/reload",CHAN_WEAPON,!Dampener.Active(self)?1.:.1);
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();
invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount < min(invoker.default.slaveclipcount,invoker.Ammo1.Amount)))||(invoker.slaveclipcount <= 0);
invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount<invoker.default.slaveclipcount)&&(invoker.Ammo1.Amount>0));
}
AUTS A 0 A_PlaySound("automag/select",CHAN_WEAPON,!Dampener.Active(self)?1.:.1);
Goto Ready;
LeftReload:
2UTR A 0
{
if ( invoker.slaveclipcount>=min(invoker.default.slaveclipcount,invoker.Ammo1.Amount) )
if ( invoker.slaveclipcount >= invoker.default.slaveclipcount )
{
invoker.slavereload = 0;
return ResolveState("LeftIdle");
}
invoker.special2 = min(invoker.default.slaveclipcount,invoker.Ammo1.Amount)-invoker.slaveclipcount;
invoker.slaveclipcount = -1;
invoker.slaveclipout = true;
A_Overlay(-9998,null);
A_PlaySound("automag/click",CHAN_6,!Dampener.Active(self)?1.:.1);
return ResolveState(null);
@ -519,8 +536,10 @@ Class Automag : UnrealWeapon
2UTD ABCD 1;
2UTD E 30
{
invoker.slaveclipcount = Min(invoker.default.slaveclipcount,invoker.Ammo1.Amount);
invoker.Ammo1.Amount -= invoker.special2;
invoker.slaveclipout = false;
let aadd = min(invoker.Ammo1.Amount,invoker.default.slaveclipcount-invoker.slaveclipcount);
invoker.slaveclipcount += aadd;
invoker.Ammo1.Amount -= aadd;
A_PlaySound("automag/reload",CHAN_6,!Dampener.Active(self)?1.:.1);
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();