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

@ -3,10 +3,10 @@ Class SMiniAmmo : Ammo
Default
{
Inventory.Icon "I_SMini";
Inventory.Amount 20;
Inventory.MaxAmount 30;
Inventory.Amount 32;
Inventory.MaxAmount 32;
Ammo.BackpackAmount 0;
Ammo.BackpackMaxAmount 50;
Ammo.BackpackMaxAmount 64;
}
override bool TryPickup( in out Actor toucher )
{
@ -37,7 +37,7 @@ Class SMiniShell : FastProjectile
{
Obituary "$O_SMINI";
DamageType 'Shot';
DamageFunction 150;
DamageFunction 300;
Radius 4;
Height 4;
Speed 200;
@ -71,12 +71,12 @@ Class SMiniShell : FastProjectile
A_AlertMonsters();
A_SetRenderStyle(1.0,STYLE_Add);
A_NoGravity();
A_Explode(150,50,XF_HURTSOURCE|XF_EXPLICITDAMAGETYPE,damagetype:'exploded');
A_Explode(150,120,XF_HURTSOURCE|XF_EXPLICITDAMAGETYPE,damagetype:'exploded');
A_QuakeEx(4,4,4,10,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollintensity:0.2);
A_PlaySound("smini/explode",CHAN_VOICE,pitch:FRandom[SMini](0.8,1.2));
A_SprayDecal("SmallRocketBlast");
UTMainHandler.DoBlast(self,50,20000);
Scale *= FRandom[ExploS](0.8,1.1);
UTMainHandler.DoBlast(self,120,20000);
Scale *= FRandom[ExploS](1.4,1.8);
Scale.x *= RandomPick[ExploS](-1,1);
Scale.y *= RandomPick[ExploS](-1,1);
Vector3 dir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
@ -244,13 +244,13 @@ Class SMiniGun : UnrealWeapon
Inventory.PickupMessage "$I_SMINI";
Weapon.UpSound "smini/select";
Weapon.SlotNumber 0;
Weapon.SelectionOrder 1;
Weapon.SelectionOrder 10;
Weapon.SlotPriority 0.9;
Weapon.AmmoType "SMiniAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "SMiniAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 20;
Weapon.AmmoGive 32;
Inventory.RespawnTics 2100;
+INVENTORY.IGNORESKILL;
UTWeapon.DropAmmo 4;