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

@ -230,6 +230,7 @@ Class BigCasing : UTCasing
Class BigGun : UnrealWeapon
{
int ClipCount;
bool ClipOut;
BigTracer t;
property ClipCount : ClipCount;
@ -277,7 +278,7 @@ Class BigGun : UnrealWeapon
}
override int, int, bool, bool GetClipAmount()
{
return ClipCount, -1, (ClipCount<2), false;
return ClipOut?-1:ClipCount, -1, (ClipCount<2), false;
}
override bool CheckAmmo( int fireMode, bool autoSwitch, bool requireAmmo, int ammocount )
{
@ -393,7 +394,7 @@ Class BigGun : UnrealWeapon
Inventory.PickupMessage "$I_BIGGUN";
Weapon.UpSound "big/select";
Weapon.SlotNumber 9;
Weapon.SelectionOrder 0;
Weapon.SelectionOrder 50;
Weapon.SlotPriority 0.8;
Weapon.AmmoType "BigAmmo";
Weapon.AmmoUse 1;
@ -419,6 +420,7 @@ Class BigGun : UnrealWeapon
Ready:
BIGS A 0
{
invoker.clipout = false;
UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.3,-0.2),FRandom[BigGun](0.4,0.5)),3,0,6,SWING_Spring,2,1.8);
}
BIGS ABC 2 A_WeaponReady(WRF_NOFIRE);
@ -517,8 +519,7 @@ Class BigGun : UnrealWeapon
BIGR M 2
{
UTMainHandler.DoSwing(self,(FRandom[BigGun](0.3,0.4),FRandom[BigGun](0.6,0.8)),6,0,3,SWING_Spring,2,3);
invoker.special1 = min(invoker.ammo1.amount,invoker.default.clipcount)-invoker.clipcount;
invoker.clipcount = -1;
invoker.clipout = true;
A_QuakeEx(2,2,2,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.18);
A_PlaySound("big/punch",CHAN_WEAPON,Dampener.Active(self)?.3:1.);
if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();
@ -528,8 +529,10 @@ Class BigGun : UnrealWeapon
BIR2 G 2
{
UTMainHandler.DoSwing(self,(FRandom[BigGun](0.2,0.3),FRandom[BigGun](0.3,0.5)),6,0,3,SWING_Spring,2,3);
invoker.clipcount = min(invoker.ammo1.amount,invoker.default.clipcount);
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_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
A_PlaySound("big/reload",CHAN_WEAPON,Dampener.Active(self)?.3:1.);
if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();