Shift Sparkster x3 (DLC2) to slot 7.

This way you can have both it and the Quadravol simultaneously.
It would be unfair to not let you hold both "iconic" UnSX weapons at once.
This commit is contained in:
Mari the Deer 2021-12-03 12:11:05 +01:00
commit 14e643b40a
4 changed files with 7 additions and 6 deletions

View file

@ -49,7 +49,7 @@ A couple extra weapons, not enough for a full batch, but still worthy additions.
* **DLC Weaponset 2:**
- [1] Hand of Divine *(Total Madness)*
- Facepunching Extraordinaire *(Kill 300 enemies with the Hand of Divine)*
- [6] Sparkster x3 *(UnSX 2)*
- [7] Sparkster x3 *(UnSX 2)*
- A Fine Sparking *(Kill 30 enemies at once with a Sparkster Rifle combo shot)*
- [9] Mortal Rifle *(UnSX 2)*
- Railed Hard *(Shoot through 16 enemies with a single Mortal Rifle overpressure shot)*

View file

@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\chSWWM \czGZ\c- \cw1.2pre r69 \cu(Fri 3 Dec 12:10:20 CET 2021)\c-";
SWWM_SHORTVER="\cw1.2pre r69 \cu(2021-12-03 12:10:20)\c-";
SWWM_MODVER="\chSWWM \czGZ\c- \cw1.2pre r70 \cu(Fri 3 Dec 12:11:05 CET 2021)\c-";
SWWM_SHORTVER="\cw1.2pre r70 \cu(2021-12-03 12:11:05)\c-";

View file

@ -1,5 +1,5 @@
// Tach-Engine & Nekuratek Sparkster x3 (from UnSX 2)
// Slot 6, spawns shared with Hellblazer
// Slot 7, spawns shared with Biospark Carbine
Class ModernSparkster : SWWMWeapon
{
@ -20,7 +20,7 @@ Class ModernSparkster : SWWMWeapon
SWWMWeapon.Tooltip "$TT_NEWSPARKSTER";
SWWMWeapon.GetLine "getnewsparkster";
Inventory.Icon "graphics/HUD/Icons/W_NewSparkster.png";
Weapon.SlotNumber 6;
Weapon.SlotNumber 7;
Weapon.SlotPriority 3.;
Weapon.SelectionOrder 625;
Weapon.AmmoType1 "SparksterBAmmo";

View file

@ -42,7 +42,7 @@ Class SWWMWeapon : Weapon abstract
override void Touch( Actor toucher )
{
// cannot pick up swapweapon unless explicitly pressing use
// show prompt to swap weapon, and prevent normal pickup
SWWMWeapon sw;
if ( bSPECIAL && swwm_swapweapons && (sw = HasSwapWeapon(toucher)) )
{
@ -55,6 +55,7 @@ Class SWWMWeapon : Weapon abstract
}
return;
}
// explicit use-to pickup, function must be called from Used() virtual
if ( toucher.player && swwm_usetopickup && !bUsePickup )
return;
Super.Touch(toucher);