Several changes from devel once more:
- Fuck it, Quadravol will be lever action. - Tiny cleanup. - Rewrite the weapon replacement system (less of a mess now maybe?). - Some menu fixes. - Minimap zoom increments like in the Common Library. - Add missing sound definition for Safety Tether. (This mostly went unnoticed because it's VERY rare to have it play) - 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. - Small lore tweak on Quadravol stance swap. - Fix off-by-one bug in looping palette lights. - Re-do logo shader. Use separate layer textures. - Fix Elemental Coating breaking "End Level" damage sectors. (This will be the last batch of changes before I continue working on menus)
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41 changed files with 287 additions and 186 deletions
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@ -41,7 +41,7 @@ Class SWWMWeapon : Weapon abstract
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override void Touch( Actor toucher )
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{
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// cannot pick up swapweapon unless explicitly pressing use
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// show prompt to swap weapon, and prevent normal pickup
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SWWMWeapon sw;
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if ( bSPECIAL && swwm_swapweapons && (sw = HasSwapWeapon(toucher)) )
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{
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@ -54,6 +54,7 @@ Class SWWMWeapon : Weapon abstract
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}
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return;
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}
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// explicit use-to pickup, function must be called from Used() virtual
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if ( toucher.player && swwm_usetopickup && !bUsePickup )
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return;
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Super.Touch(toucher);
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@ -388,10 +389,6 @@ Class SWWMWeapon : Weapon abstract
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if ( swwm_enemydrops > 0 ) return false;
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else if ( swwm_enemydrops == 0 )
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{
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// first, check if no others exist in the map, just in
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// case this weapon drop MAY be needed
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if ( !SWWMUtility.ItemExists(GetClass(),self) )
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return false; // drop us
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// drop our corresponding ammo
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if ( !DropAmmoType ) return true;
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let a = Spawn(DropAmmoType,pos,ALLOW_REPLACE);
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