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.
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26 changed files with 215 additions and 146 deletions
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@ -230,6 +230,7 @@ Class BigCasing : UTCasing
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Class BigGun : UnrealWeapon
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{
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int ClipCount;
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bool ClipOut;
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BigTracer t;
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property ClipCount : ClipCount;
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@ -277,7 +278,7 @@ Class BigGun : UnrealWeapon
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}
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override int, int, bool, bool GetClipAmount()
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{
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return ClipCount, -1, (ClipCount<2), false;
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return ClipOut?-1:ClipCount, -1, (ClipCount<2), false;
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}
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override bool CheckAmmo( int fireMode, bool autoSwitch, bool requireAmmo, int ammocount )
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{
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@ -393,7 +394,7 @@ Class BigGun : UnrealWeapon
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Inventory.PickupMessage "$I_BIGGUN";
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Weapon.UpSound "big/select";
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Weapon.SlotNumber 9;
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Weapon.SelectionOrder 0;
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Weapon.SelectionOrder 50;
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Weapon.SlotPriority 0.8;
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Weapon.AmmoType "BigAmmo";
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Weapon.AmmoUse 1;
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@ -419,6 +420,7 @@ Class BigGun : UnrealWeapon
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Ready:
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BIGS A 0
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{
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invoker.clipout = false;
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UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.3,-0.2),FRandom[BigGun](0.4,0.5)),3,0,6,SWING_Spring,2,1.8);
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}
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BIGS ABC 2 A_WeaponReady(WRF_NOFIRE);
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@ -517,8 +519,7 @@ Class BigGun : UnrealWeapon
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BIGR M 2
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{
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UTMainHandler.DoSwing(self,(FRandom[BigGun](0.3,0.4),FRandom[BigGun](0.6,0.8)),6,0,3,SWING_Spring,2,3);
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invoker.special1 = min(invoker.ammo1.amount,invoker.default.clipcount)-invoker.clipcount;
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invoker.clipcount = -1;
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invoker.clipout = true;
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A_QuakeEx(2,2,2,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.18);
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A_PlaySound("big/punch",CHAN_WEAPON,Dampener.Active(self)?.3:1.);
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if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();
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@ -528,8 +529,10 @@ Class BigGun : UnrealWeapon
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BIR2 G 2
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{
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UTMainHandler.DoSwing(self,(FRandom[BigGun](0.2,0.3),FRandom[BigGun](0.3,0.5)),6,0,3,SWING_Spring,2,3);
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invoker.clipcount = min(invoker.ammo1.amount,invoker.default.clipcount);
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invoker.Ammo1.Amount -= invoker.special1;
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invoker.clipout = false;
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let aadd = min(invoker.ammo1.amount,invoker.default.clipcount-invoker.clipcount);
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invoker.clipcount += aadd;
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invoker.Ammo1.Amount -= aadd;
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A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
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A_PlaySound("big/reload",CHAN_WEAPON,Dampener.Active(self)?.3:1.);
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if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();
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