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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@ -10,10 +10,9 @@ Class StunnerAmmo : Ammo
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Ammo.BackpackAmount 0;
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Ammo.BackpackMaxAmount 50;
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}
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override void Tick()
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override void DoEffect()
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{
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Super.Tick();
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if ( !Owner ) return;
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rechargespeed = max(2.,.2*Amount);
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rechargephase += 1./rechargespeed;
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if ( rechargephase < 7 ) return;
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@ -143,7 +142,7 @@ Class StunProj : Actor
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SetOrigin(t.Results.HitPos-t.Results.HitVector*4,false);
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StunExplode();
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Actor a = t.Results.HitActor;
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a.DamageMobj(self,target,max(1,int(1.1*specialf1)),'jolted',DMG_USEANGLE,atan2(t.Results.HitVector.y,t.Results.HitVector.x));
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a.DamageMobj(self,target,max(1,int(4*specialf1)),'jolted',DMG_USEANGLE,atan2(t.Results.HitVector.y,t.Results.HitVector.x));
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if ( !a.bDONTTHRUST )
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{
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UTMainHandler.DoKnockback(a,t.Results.HitVector,(bAMBUSH?-22000:26000)*specialf1);
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@ -274,7 +273,7 @@ Class Stunner : UnrealWeapon
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override int, int, bool, bool GetClipAmount()
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{
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return bCharging?min(6,int(chargesize)):-1, -1, false, false;
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return bCharging?min(5,int(chargesize)):-1, -1, false, false;
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}
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action void A_StunnerFire()
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{
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@ -284,7 +283,7 @@ Class Stunner : UnrealWeapon
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invoker.bCharging = false;
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayAttacking3();
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StunnerAmmo(weap.Ammo1).rechargephase = 0;
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StunnerAmmo(weap.Ammo1).rechargephase = ((weap.Ammo1.Amount>0)?0:5);
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A_PlaySound("stun/fire",CHAN_WEAPON,Dampener.Active(self)?.4:1.,pitch:1.2-invoker.chargesize*0.06);
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double mult = Amplifier.GetMult(self,int(invoker.ChargeSize*50)+50);
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invoker.FireEffect();
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@ -353,15 +352,15 @@ Class Stunner : UnrealWeapon
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UTMainHandler.DoSwing(self,(FRandom[Stunner](-1,1),FRandom[Stunner](-1,1)),0.02*invoker.chargesize,0,2,SWING_Spring);
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A_WeaponOffset(FRandom[Stunner](-1,1)*1.2*invoker.chargesize,32+FRandom[Stunner](-1,1)*1.2*invoker.chargesize);
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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if ( invoker.chargesize >= 6. )
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if ( invoker.chargesize >= 5. )
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{
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invoker.count += 1./35.;
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if ( invoker.count > 1.5 ) return ResolveState("Release");
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return ResolveState(null);
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}
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invoker.chargesize += 2./35.;
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invoker.count += 1./35.;
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if ( invoker.count < 0.14 ) return ResolveState(null);
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invoker.chargesize += 2.4/35.;
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invoker.count += 1.2/35.;
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if ( invoker.count < 0.24 ) return ResolveState(null);
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invoker.count = 0;
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if ( !(sv_infiniteammo || (FindInventory('PowerInfiniteAmmo',true))) )
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{
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@ -378,7 +377,7 @@ Class Stunner : UnrealWeapon
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Inventory.PickupMessage "$I_STUNNER";
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Weapon.UpSound "stun/select";
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Weapon.SlotNumber 4;
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Weapon.SelectionOrder 9;
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Weapon.SelectionOrder 8000;
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Weapon.SlotPriority 0.9;
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Weapon.AmmoType "StunnerAmmo";
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Weapon.AmmoUse 1;
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@ -386,6 +385,7 @@ Class Stunner : UnrealWeapon
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 50;
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UTWeapon.DropAmmo 50;
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+WEAPON.WIMPY_WEAPON;
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}
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States
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{
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