Wallbuster is now hold-to-reload.

This commit is contained in:
Marisa the Magician 2024-01-22 21:00:43 +01:00
parent 891b69d3da
commit 997823dd27
8 changed files with 11 additions and 31 deletions

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@ -200,7 +200,7 @@ A ludicrously overkill weapon, courtesy of the always-overkill **Blackmann Arms*
**Tertiary fire:** Fire all barrels at the same time, but this time REALLY watch out for the recoil.
**Reload:** Reload *(obviously)*. You will top up the whole thing, one cylinder at a time, until you either run out of ammo or press reload again or any fire button.
**Reload:** Reload *(obviously)*. One cylinder at a time, until you either run out of ammo, or release the reload button *(yes, you have to hold it)*.
While it has the same potency per shot as the **Spreadgun**, the longer barrels do offer the advantage of a tighter cone of fire, so it's more useful at longer distances.

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@ -4441,7 +4441,7 @@ SWWM_LORETXT_WALLBUSTER =
"\n"
"\cfTertiary Fire:\c- Shoots it all, if you really want to.\n"
"\n"
"\cfReloading:\c- Once the side lever is pulled down, the cylinders can be safely detached and reloaded individually. A rapid reload routine will execute that automatically makes you top up the gun as much as possible. You can cancel this at any moment by pressing reload again or either fire button.\n"
"\cfReloading:\c- Once the side lever is pulled down, the cylinders can be safely detached and reloaded individually. A rapid reload routine will execute that automatically makes you top up the gun as much as possible, one cylinder at a time, for as long as the action is held.\n"
"\n"
"\cfTechniques:\c- True to its name, you can destroy all sorts of obstacles along the way, provided you're dealing enough damage relative to their size (requiring secondary or tertiary fire). This even includes locked doors, so you won't have to bother with key hunting anymore.\n"
"\n"

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@ -4125,7 +4125,7 @@ SWWM_LORETXT_WALLBUSTER =
"\n"
"\cfFuego Terciario:\c- Lo dispara todo, si realmente quieres.\n"
"\n"
"\cfRecarga:\c- Una vez se tira de la palanca lateral, los tambores pueden ser retirados y recargados individualmente. Una rutina de recarga rápida se ejecutará y te hará llenar automáticamente lo máximo posible del arma. Pueded cancelar esto en cualquier momento pulsando el boton de recarga otra vez o cualquier boton de fuego.\n"
"\cfRecarga:\c- Una vez se tira de la palanca lateral, los tambores pueden ser retirados y recargados individualmente. Una rutina de recarga rápida se ejecutará y te hará llenar automáticamente lo máximo posible del arma, un tambor de cada vez, mientras la acción se mantenga activa.\n"
"\n"
"\cfTécnicas:\c- Tal y como su nombre indica, puedes destruir toda clase de obstáculos por el camino, siempre y cuando causes suficiente daño relativo a su tamaño (requiriendo fuego secundario o terciario). Esto incluye hasta puertas bloqueadas, por lo que nunca más necesitarás buscar llaves.\n"
"\n"

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@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1096 \cu(Mon 22 Jan 18:35:54 CET 2024)\c-";
SWWM_SHORTVER="\cw1.3pre r1096 \cu(2024-01-22 18:35:54)\c-";
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1097 \cu(Mon 22 Jan 21:00:43 CET 2024)\c-";
SWWM_SHORTVER="\cw1.3pre r1097 \cu(2024-01-22 21:00:43)\c-";

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@ -25,7 +25,7 @@ Taking into account the semi-automatic nature of the weapon, allowing for a quic
\cfTertiary Fire:\c- Shoots it all, if you really want to.
\cfReloading:\c- Once the side lever is pulled down, the cylinders can be safely detached and reloaded individually. A rapid reload routine will execute that automatically makes you top up the gun as much as possible. You can cancel this at any moment by pressing reload again or either fire button.
\cfReloading:\c- Once the side lever is pulled down, the cylinders can be safely detached and reloaded individually. A rapid reload routine will execute that automatically makes you top up the gun as much as possible, one cylinder at a time, for as long as the action is held.
\cfTechniques:\c- True to its name, you can destroy all sorts of obstacles along the way, provided you're dealing enough damage relative to their size (requiring secondary or tertiary fire). This even includes locked doors, so you won't have to bother with key hunting anymore.

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@ -19,7 +19,7 @@ Teniendo en cuenta la naturaleza semi-automática del arma, permitiendo una ráp
\cfFuego Terciario:\c- Lo dispara todo, si realmente quieres.
\cfRecarga:\c- Una vez se tira de la palanca lateral, los tambores pueden ser retirados y recargados individualmente. Una rutina de recarga rápida se ejecutará y te hará llenar automáticamente lo máximo posible del arma. Pueded cancelar esto en cualquier momento pulsando el boton de recarga otra vez o cualquier boton de fuego.
\cfRecarga:\c- Una vez se tira de la palanca lateral, los tambores pueden ser retirados y recargados individualmente. Una rutina de recarga rápida se ejecutará y te hará llenar automáticamente lo máximo posible del arma, un tambor de cada vez, mientras la acción se mantenga activa.
\cfTécnicas:\c- Tal y como su nombre indica, puedes destruir toda clase de obstáculos por el camino, siempre y cuando causes suficiente daño relativo a su tamaño (requiriendo fuego secundario o terciario). Esto incluye hasta puertas bloqueadas, por lo que nunca más necesitarás buscar llaves.

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@ -145,7 +145,7 @@ Primary fire fires one barrel.
Secondary fire fires five barrels.
Tertiary fire fires all barrels.
Reload will start topping up the gun with shells, one cylinder at a time, until
you press it again or any fire button.
the button is released (or you have no more shells to load).
Shooting multiple barrels may allow you to bust doors, bars, and other
structures, quite handy.

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@ -7,7 +7,6 @@ Class Wallbuster : SWWMWeapon
bool fired[25];
int rotation[6];
int whichspin;
transient bool cancelreload;
override void DoEffect()
{
@ -577,8 +576,6 @@ Class Wallbuster : SWWMWeapon
XZW4 W 0
{
int rnum = GetShellsToLoad();
invoker.cancelreload = false;
A_Overlay(-9999,"CheckCancelReload");
// if it's a full rotation, don't hand-spin
if ( rnum > 20 ) return ResolveState(null);
// jump to spin if current group is full
@ -626,12 +623,7 @@ Class Wallbuster : SWWMWeapon
XZWE UVWXY 1;
DetachSpinReturn:
XZWE Z 1;
XZWF A 2
{
invoker.cancelreload = false;
A_Overlay(-9999,"CheckCancelReload");
A_HandSpin();
}
XZWF A 2 A_HandSpin();
XZWF BCDEFG 2;
XZWF J 1 A_StartSound("wallbuster/detach",CHAN_WEAPON,CHANF_OVERLAP);
XZWF K 0;
@ -657,18 +649,11 @@ Class Wallbuster : SWWMWeapon
XZW6 C 2 A_LoadShell();
XZW6 E 0
{
int rnum = invoker.cancelreload?0:GetShellsToLoad();
int rnum = (player.cmd.buttons&BT_RELOAD)?GetShellsToLoad():0;
player.SetPSprite(-9999,null);
return A_JumpIf(rnum,"AttachSpin");
}
Goto Attach;
CheckCancelReload:
TNT1 A 1
{
if ( player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK|BT_RELOAD|BT_ZOOM|BT_USER1) )
invoker.cancelreload = true;
}
Wait;
Attach:
XZW6 EF 2;
XZW6 G 1 A_StartAttachOverlays();
@ -687,12 +672,7 @@ Class Wallbuster : SWWMWeapon
XZW7 TUVW 1;
XZW7 XYZ 1;
XZW8 ABC 1;
XZW8 D 2
{
invoker.cancelreload = false;
A_Overlay(-9999,"CheckCancelReload");
A_HandSpin();
}
XZW8 D 2 A_HandSpin();
XZW8 EFGHIL 2;
XZW8 M 1 A_StartSound("wallbuster/detach",CHAN_WEAPON,CHANF_OVERLAP);
XZW8 N 0;