Commit 3f702254 authored by Accensus's avatar Accensus
Browse files

- Don't gain or lose ultimate energy while firing ultimate weapons.

parent 8a24db3e
......@@ -430,13 +430,16 @@ class BEPlayerBase : DoomPlayer
int CurrEnergy = CountInv("UltimateWeaponEnergy");
int DecayFrequency = 35 * (CheckInventory("HelmWarVisor", 0) && CurrEnergy >= 50 && CurrEnergy <= 80 ? 2 : 1);
if (level.time % (35 * 10) == 0 && CurrEnergy < 50 && !(player.ReadyWeapon is "BEUltimateWeapon"))
if (!(player.ReadyWeapon is "BEUltimateWeapon"))
{
A_GiveInventory("UltimateWeaponEnergy", 1);
}
else if (CurrEnergy > 50 && level.time % DecayFrequency == 0)
{
A_TakeInventory("UltimateWeaponEnergy", 1);
if (level.time % (35 * 10) == 0 && CurrEnergy < 50)
{
A_GiveInventory("UltimateWeaponEnergy", 1);
}
else if (CurrEnergy > 50 && level.time % DecayFrequency == 0)
{
A_TakeInventory("UltimateWeaponEnergy", 1);
}
}
}
......
......@@ -15,7 +15,8 @@ class ViperWaveWeapon : BEWeaponBase
}
int ExpDamage = int(100 * (1.0 - (Ammo1.Amount / double(Ammo1.MaxAmount))));
// [Ace] Using XF_NOTMISSILE breaks behaviour. I have no idea why or how.
// [Ace] Using XF_NOTMISSILE breaks behaviour with some enemies. That's because they have +DONTHARMSPECIES
Enemy.A_Explode(ExpDamage, 260, XF_HURTSOURCE, true, 180, 0, 0, null, 'ViperWave');
}
}
......
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