- 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.
89 lines
No EOL
3.9 KiB
Text
89 lines
No EOL
3.9 KiB
Text
user int stinger_hudmode = 0; // hud mode
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// 0 - full, large numbers, cummulative armor
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// 1 - full, small numbers, individial armor
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// 2 - all on bottom
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// 3 - bottom corners only, no numbers
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// 4 - minimal display on bottom right corner
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// 5 - minimalistic top hud from 0.871 and up
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user int stinger_introtype = 0; // 0 - unreal '98
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// 1 - unreal '97
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// 2 - unreal '96
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// 3 - unreal '95
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server bool sting_telegun = false; // enable teleport capsules
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// basically this game's own
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// translocator before the translocator
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// even existed
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server bool sting_flares = false; // enable light/dark flares
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// only one can be active at a time
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// for balance and performance reasons
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server bool sting_stinger = false; // unreal bible stinger detonation
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// (projectiles attach to target and
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// explode when hurt by splash damage
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// or when target moves at high speed
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// then comes to a sudden stop)
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server bool sting_stingerb = false; // stinger projectiles bounce up to
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// three times if they don't hit a
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// surface straight on. this was a
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// thing all the way until 0.86
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// strangely, the bBounce flag still
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// remained on the projectile but since
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// then it was hardcoded to explode
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// when it hit a wall anyway
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server bool sting_rifle = false; // old rifle burst altfire
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// three rapid shots
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server bool sting_riflel = false; // old rifle flashlight
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// it's independent from the scope
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// since that mesh part already is...
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// you know... a scope
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server bool sting_razor = false; // razorjack blade charging
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// hold primary fire to increase the
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// spin up to 3 levels
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server bool sting_automags = false; // automag dual wielding
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// oldskool did this, and you'll come
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// to realize that it wasn't a good
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// idea balance-wise
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server bool sting_protomags = false; // protomag dual wielding
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// just for the sake of completion
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// plus the off-hand mag will use the
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// alternate skin
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server bool sting_dpistol = false; // d.pistol altfire always level 0
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// I always found this thing odd about
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// the weapon, but it's very likely
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// that this was kept like this for
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// the sake of balance
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server bool sting_pshield = false; // p.shield does not drain over time
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// this is unbalanced as all hell and
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// it's not recommended to enable the
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// compatibility option unless you are
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// a die-hard purist who despises the
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// change
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server bool sting_nopstart = false; // players start only with the
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// dispersion pistol, otherwise they
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// also get an automag for the sake
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// of consistency with doom defaults
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user bool sting_transext = false; // use an extended translator graphic
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// to fit more text
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// thanks Kynikoss for this, it's much
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// better than the trash garbage mods
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// use
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server bool sting_olsmp = true; // adds the stupid oldskool SMP 7243 to
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// the BFG/Redeemer replacement pool
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// this weapon is dumb, but just for
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// the sake of completion it's there as
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// an option
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server bool sting_msentry = true; // allows the new Minigun Sentry, which
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// is an original creation for this mod
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server bool sting_dubious = true; // allows weapons of dubious origin
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// (Demolisher, Razorclaw, Autocannon)
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server bool sting_autoscuba = true; // SCUBA gear toggles automatically
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// when needed
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server bool sting_ehold = false; // eightball can be held fully loaded
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// for up to 2 seconds
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server bool sting_bhold = false; // biorifle can be held fully loaded
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// for up to 2 seconds
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server bool sting_razoraim = false; // razorjack alt follows aim instead of
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// being steered by player rotation
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server bool sting_biosplash = false; // biorifle alt splashes like in ut
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server bool sting_flametspread = false; // targets on fire spread the flames
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// to anyone nearby (may be op)
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server bool sting_impself = false; // disable impaler beam self-hit |