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:
parent
f2f5391b3d
commit
da224bcfae
26 changed files with 215 additions and 146 deletions
|
|
@ -115,7 +115,7 @@ Class Betamag : UnrealWeapon
|
|||
{
|
||||
if ( d.HitType == TRACE_HitActor )
|
||||
{
|
||||
int dmg = Random[Betamag](1,10)<<1;
|
||||
int dmg = 15;
|
||||
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'Melee',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
|
||||
UTMainHandler.DoKnockback(d.HitActor,d.HitDir,35000);
|
||||
if ( d.HitActor.player ) d.HitActor.A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.25);
|
||||
|
|
@ -244,7 +244,21 @@ Class Betamag : UnrealWeapon
|
|||
override void OwnerDied()
|
||||
{
|
||||
Super.OwnerDied();
|
||||
slaverefire = 0;
|
||||
slavespin = slavewhip = 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 ( Ammo1.Amount <= 0 ) SelectionOrder = 6800;
|
||||
else if ( Amount > 1 ) SelectionOrder = 2200;
|
||||
else SelectionOrder = default.SelectionOrder;
|
||||
}
|
||||
override void Tick()
|
||||
{
|
||||
|
|
@ -275,7 +289,7 @@ Class Betamag : UnrealWeapon
|
|||
Inventory.InterHubAmount 2;
|
||||
Weapon.UpSound "betamag/select";
|
||||
Weapon.SlotNumber 2;
|
||||
Weapon.SelectionOrder 1;
|
||||
Weapon.SelectionOrder 3000;
|
||||
Weapon.SlotPriority 0.9;
|
||||
Weapon.AmmoType "UMiniAmmo";
|
||||
Weapon.AmmoUse 1;
|
||||
|
|
@ -301,7 +315,10 @@ Class Betamag : UnrealWeapon
|
|||
{
|
||||
invoker.slavedown = false;
|
||||
if ( !invoker.slaveactive && (CountInv("Betamag") > 1) )
|
||||
{
|
||||
invoker.slavespin = invoker.slavewhip = invoker.slaverefire = 0;
|
||||
player.setpsprite(2,ResolveState("LeftReady"));
|
||||
}
|
||||
}
|
||||
AUTS ABCDEFGHIJK 2 A_WeaponReady(WRF_NOFIRE);
|
||||
Idle:
|
||||
|
|
@ -334,18 +351,16 @@ Class Betamag : UnrealWeapon
|
|||
{
|
||||
A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM);
|
||||
if ( !invoker.slaveactive && (CountInv("Betamag") > 1) )
|
||||
{
|
||||
invoker.slavespin = invoker.slavewhip = invoker.slaverefire = 0;
|
||||
player.setpsprite(2,ResolveState("LeftReady"));
|
||||
}
|
||||
}
|
||||
Wait;
|
||||
LeftDummy:
|
||||
TNT1 A 1
|
||||
{
|
||||
if ( health <= 0 )
|
||||
{
|
||||
invoker.slaveactive = false;
|
||||
player.setpsprite(2,ResolveState("LeftDeselect"));
|
||||
}
|
||||
else if ( invoker.slavedown ) player.setpsprite(2,ResolveState("LeftDeselect"));
|
||||
if ( invoker.slavedown ) player.setpsprite(2,ResolveState("LeftDeselect"));
|
||||
else if ( invoker.slavewhip ) player.setpsprite(2,ResolveState("LeftReload"));
|
||||
else if ( invoker.slavespin ) player.setpsprite(2,ResolveState("LeftZoom"));
|
||||
else A_LeftWeaponReady();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue