diff --git a/language.version b/language.version index 49c27cc36..527a93b9c 100644 --- a/language.version +++ b/language.version @@ -1,3 +1,3 @@ [default] -SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r329 \cu(Tue 16 Aug 21:26:45 CEST 2022)\c-"; -SWWM_SHORTVER="\cw1.3pre r329 \cu(2022-08-16 21:26:45)\c-"; +SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r330 \cu(Tue 16 Aug 21:31:38 CEST 2022)\c-"; +SWWM_SHORTVER="\cw1.3pre r330 \cu(2022-08-16 21:31:38)\c-"; diff --git a/zscript/dlc1/swwm_dlcweapons_hud.zsc b/zscript/dlc1/swwm_dlcweapons_hud.zsc index bf20213aa..0c5ed7202 100644 --- a/zscript/dlc1/swwm_dlcweapons_hud.zsc +++ b/zscript/dlc1/swwm_dlcweapons_hud.zsc @@ -14,7 +14,8 @@ extend Class ItamexHammer double ch = ct*.2; Screen.DrawTexture(WeaponBox,false,bx-8,by-25,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); Screen.DrawTexture(BarTex,false,bx-5,by-(2+ch),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_SrcHeight,ch,DTA_DestHeightF,ch,DTA_ColorOverlay,Color(255,0,0,0)); - Screen.DrawTexture(BarTex,false,bx-6,by-(2+ch),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_SrcHeight,ch,DTA_DestHeightF,ch); + bool blinking = (ct>=100.)&&(Owner.player.cmd.buttons&BT_ALTATTACK)&&(gametic%4>=2); + Screen.DrawTexture(BarTex,false,bx-6,by-(2+ch),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_SrcHeight,ch,DTA_DestHeightF,ch,DTA_ColorOverlay,blinking?Color(128,0,0,0):Color(0,0,0,0)); } } diff --git a/zscript/dlc1/swwm_hammertime.zsc b/zscript/dlc1/swwm_hammertime.zsc index e9e63a860..c7b820537 100644 --- a/zscript/dlc1/swwm_hammertime.zsc +++ b/zscript/dlc1/swwm_hammertime.zsc @@ -130,14 +130,14 @@ Class ItamexHammer : SWWMWeapon action void A_AltCharge() { - invoker.charge = min(100.,invoker.charge+SWWMUtility.Lerp(2.,.5,(invoker.charge/100.)**.5)); + invoker.charge = min(100.,invoker.charge+SWWMUtility.Lerp(4.,.5,(invoker.charge/100.)**.25)); double vibe = (invoker.charge/100.)**2.; A_WeaponOffset(FRandom[Hammer](-.5,.5)*vibe,32+FRandom[Hammer](-.5,.5)*vibe,WOF_INTERPOLATE); } action State A_AltHold() { - invoker.charge = min(100.,invoker.charge+SWWMUtility.Lerp(2.,.5,(invoker.charge/100.)**.5)); + invoker.charge = min(100.,invoker.charge+SWWMUtility.Lerp(4.,.5,(invoker.charge/100.)**.25)); double vibe = (invoker.charge/100.)**2.; A_WeaponOffset(FRandom[Hammer](-.5,.5)*vibe,32+FRandom[Hammer](-.5,.5)*vibe,WOF_INTERPOLATE); if ( !(player.cmd.buttons&BT_ALTATTACK) )