62d10ed11c
Remove fat chodes, Silver Bullet reimplemented.
2022-10-07 20:13:10 +02:00
146531003e
Trim excess ammo types. Some guns not reimplemented yet.
2022-10-07 19:12:41 +02:00
f134375f7e
Remove ZPolyobject due to licensing concerns.
2022-10-07 00:55:20 +02:00
e8181b9efc
Initialize weapon BEFORE checking for auto-switch.
2022-10-05 17:10:23 +02:00
89737cc2e9
Archdemon lore.
2022-10-05 15:58:17 +02:00
dbd887e8db
Remove redundant second argument in various TexMan.CheckForTexture calls.
2022-09-30 12:53:56 +02:00
e571fccc4d
Mortal Rifle fully implemented (oh my).
2022-09-28 21:00:24 +02:00
2010962b03
Fix a small melee use oversight.
2022-09-27 21:46:09 +02:00
ed5f382ff9
Disappearing crosshair bug fixed.
2022-09-27 21:43:05 +02:00
088928ce06
Ensure pain elementals don't spawn lost souls when killed by ynykron.
2022-09-27 16:46:04 +02:00
5d60329642
Spreadgun shouldn't be autoselected with a golden shell chambered.
2022-09-26 17:33:40 +02:00
6aedf3e902
Explodium Guns should always reload simultaneously.
...
Previously this was done "by priority" back when the reload animation
required both hands, but now there's no need for that.
2022-09-26 17:30:54 +02:00
5d443cf33c
Tweak various interpolators.
2022-09-26 15:15:11 +02:00
aa3343c568
Some precise crosshair fixes.
2022-09-24 22:12:12 +02:00
84fb9c036f
Decouple precise crosshairs from weapons. 100% smoother now.
2022-09-24 21:33:48 +02:00
ccf8226f9e
bInitialized was being set to FALSE instead of true on weapon pickup.
2022-09-23 22:27:45 +02:00
f535873e0b
Fix Spreadgun and Wallbuster not autoswitching on first pickup.
2022-09-20 11:28:10 +02:00
6fef4692b6
Add SYNCHRONIZED flag to various non-interacting actors (which may be client-side, I have not checked).
2022-09-19 13:12:06 +02:00
8f04064672
Mortal Rifle cluster shot mode implemented.
2022-09-18 12:56:05 +02:00
502f9fc495
Adjust terrain splash alert radius.
2022-09-17 20:47:17 +02:00
1b74e6b84d
Restore Deep Impact charge numbers in HUD.
2022-09-16 20:23:43 +02:00
e023f70124
Delay dialogues until map title text disappears.
2022-09-16 16:54:05 +02:00
468aa2ce51
Screwups I missed.
2022-09-16 11:34:41 +02:00
434e42a482
Some code cleanup + precache sounds for dlc weapons.
2022-09-16 11:30:31 +02:00
dda1c7f072
A tiny fix for decals from bouncing projectiles.
2022-09-15 14:05:21 +02:00
2c0c1df7f3
Mortal Rifle grenades now implemented.
2022-09-14 19:25:48 +02:00
639999de8b
More Mortal Rifle progress. Precision Shot partially implemented.
2022-09-13 21:25:06 +02:00
136e339d53
Some small swapweapon fixes.
2022-09-11 12:35:46 +02:00
4f3891a2a7
Damagetype tweaks.
2022-09-09 19:20:52 +02:00
06a70af4b8
Invert "lid" of wall busting.
2022-09-09 14:31:20 +02:00
58b1a7ebba
Move canvas stuff to separate files/folders.
2022-09-08 13:56:42 +02:00
d4d7fe0c13
Prevent autoswitching to unloaded Wallbuster/Spreadgun when out of ammo.
2022-09-06 15:33:22 +02:00
7c520ffeba
Tweaks to the Biospark Carbine, reverting some old nerfs.
2022-09-04 18:07:54 +02:00
78dc1bb453
Convert Quadravol fire debuff to inventory item.
...
Copy over spread code from black shell debuff (lower hard lock risk).
2022-09-03 18:28:13 +02:00
bba6a6d0d7
Fix swap weapons + item respawn glitch.
2022-08-30 20:43:12 +02:00
c77504b9a2
Quadravol charge level 5 point blank fix.
...
Add DE_NONEXPLOSIVE flag to DoExplosion. Treats damage as "not explosive" (This makes detecting what is or isn't an explosive damage source easier).
2022-08-25 20:03:54 +02:00
2f5ffdfe41
Use Vec3FromAngles to create random unit vectors.
2022-08-24 15:20:57 +02:00
b40d8d0633
Healthbar / Damnum backport from sidemods.
2022-08-22 17:39:10 +02:00
0b93a01401
Quadravol level 2 projectile + melee tweaks.
2022-08-21 12:44:40 +02:00
ab462cc05d
Quadravol melee and stance swap fully implemented.
...
Fix quick melee not hitting world geometry (oops).
2022-08-19 21:58:44 +02:00
99eb2d8861
More Quadravol progress (fire at charge level 1 functional).
2022-08-19 00:59:11 +02:00
4230b3b062
Vector/Trig math refactor into utility functions.
2022-08-18 16:18:22 +02:00
c90671fe29
Do not magnetize swapweapons.
2022-08-17 13:56:36 +02:00
2f22e89fc1
More Quadravol adjustments.
2022-08-17 01:21:38 +02:00
5488bfce5d
Remove code built on incorrect assumptions about UI events.
...
That is, remove code for closing menus with the key that's bound to open them.
As it turns out, UIEvent.keystring isn't 1:1 with key binds for a command.
This SEEMINGLY worked since the Demolitionist Menu is by default bound to Q,
and pressing Q does send an UIEvent to the menu with the string "Q". But if,
for example, the menu had been bound to Tab, this would fall apart because then
the key string sent is " " (a literal tab character).
If there is a way to do this properly, I don't know about it. I've looked
everywhere in GZDoom's code for a solution, something that would let me do what
I need, but alas, there is nothing there. Better to get rid of this in its
entirety than keep the flaky code in the mod until someone with a special
setup that breaks it shows up to complain.
2022-08-13 14:28:09 +02:00
b6138aa396
Itamex Hammer fully implemented.
2022-08-12 14:48:33 +02:00
94e421aca1
On second thought, inherit bDROPPED flag of swapped weapon.
2022-08-12 09:31:45 +02:00
823da0615e
Fix swapped weapons having bDROPPED.
2022-08-12 01:24:51 +02:00
c0ae825f52
"Bonk Hammer" fun option.
2022-08-11 18:04:05 +02:00
311bf6e899
Combat hammer tertiary fire implemented.
2022-08-11 16:25:01 +02:00