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backpack now gives you an attachment, fixed the shotgun not increasing pump speed when unsilenced with the pump mechanic upgrade, fixed laser sight not working

Alison Watson 5 years ago
parent
commit
fb8688b0df
3 changed files with 24 additions and 8 deletions
  1. 16
    1
      pk7/DECORATE.dec
  2. 3
    2
      pk7/LANGUAGE.en
  3. 5
    5
      pk7/actors/CShotgun.dec

+ 16
- 1
pk7/DECORATE.dec View File

@@ -58,6 +58,21 @@ actor Attachment : CustomInventory replaces BlurSphere
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 	}
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 }
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+actor BackpackWithAttachment : CustomInventory replaces Backpack
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+{
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+	Inventory.PickupMessage "$CW_BACKPK_PKUP"
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+	States
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+	{
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+	Spawn:
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+		BPAK A -1
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+		wait
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+	Pickup:
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+		TNT1 A 0 A_GiveInventory("Backpack")
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+		TNT1 A 0 A_GiveInventory("Attachment")
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+		stop
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+	}
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+}
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+
61 76
 actor PistolSil : dummy {}
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 actor PistolLaz : dummy {}
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 actor PistolLTrig : dummy {}
@@ -90,7 +105,7 @@ actor LaserPointer : BulletPuff
90 105
 	States
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 	{
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 	Spawn:
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-		LAZR A 1
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+		LAZR A 1 NoDelay
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 		Stop
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 	}
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 }

+ 3
- 2
pk7/LANGUAGE.en View File

@@ -5,5 +5,6 @@ CW_PISTOL_OBIT	= "%o was shot by %k's lovely Beretta";
5 5
 // Shotgun
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 CW_SHOTGN_WTAG	= "Shotgun";
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 CW_SHOTGN_OBIT	= "%k showed %o their cool shotgun";
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-// Attachments
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-CW_ATTACH_PKUP	= "Picked up an attachment box";
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+// Items
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+CW_ATTACH_PKUP	= "Picked up an attachment box";
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+CW_BACKPK_PKUP	= "Got a backpack full of ammo! And a nice attachment!";

+ 5
- 5
pk7/actors/CShotgun.dec View File

@@ -50,8 +50,8 @@ actor CShotgun : CWeapon replaces Shotgun
50 50
 		TNT1 A 0 A_PlaySound("weapons/shotty",1)
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 		SHTG A 7 BRIGHT A_FireBullets(5.6,0,7,5,"BulletPuff")
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 		SHTG B 5
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-		SHTG C 5 A_PlaySound("weapons/shogupg",5)
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-		SHTG D 4
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+		TNT1 A 0 A_PlaySound("weapons/shogupg",5)
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+		SHTG CD 9 A_SetTics(CallACS("CW_GETVAL",GV_SHTP1))
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 		SHTG CB 5
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 		SHTG A 3
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 		SHTG A 7 A_Refire
@@ -62,9 +62,9 @@ actor CShotgun : CWeapon replaces Shotgun
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 		TNT1 A 0 A_PlaySound("weapons/silpistol",1)
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 		SHTS A 7 BRIGHT A_FireBullets(5.6,0,7,4,"BulletPuff")
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 		SHTS B 5
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-		SHTS C 5 A_PlaySound("weapons/shogupg",5)
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-		SHTS D 4
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-		SHTS CB 9 A_SetTics(CallACS("CW_GETVAL",GV_SHTP1))
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+		TNT1 A 0 A_PlaySound("weapons/shogupg",5)
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+		SHTS CD 9 A_SetTics(CallACS("CW_GETVAL",GV_SHTP1))
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+		SHTS CB 5
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 		SHTS A 3
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 		SHTS A 7 A_Refire
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 		goto Ready

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