-
Notifications
You must be signed in to change notification settings - Fork 12
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
v2.7.1.3 Beta Merge pull request #730 from Die4Ever/develop
* Add new colour-coded barrel skins that are enabled by default in Speedrun mode, but off by default in other game modes. Option available in config to turn them on or off fully. * Make sure barrel texture gets updated if carried between levels. Fix typo in WaltonWare Hardcore * Don't look up DXRFlags if Barrel Textures are forced enabled or disabled * Change red explosive barrel label to the red flame label * weapons that fall out of enemy hands due to damage should have ammo vanilla's DeusExWeapon DropFrom function sets the ammo to 0 because it assumes the player is doing this * looting carcass only get ammo from first of each weapon type * Merge poison/biohazard barrels and the flammable solid/liquid/explosive barrels into just one type of barrel each. * DXRReduceItems refactor, use smart random rounding so the item amounts more accurately reflect the expected percentage * Wooden barrels (that somehow actually exist in-game) now break into wooden pieces when destroyed * installer backup DXRSplits.ini * speedrun splits start keeping track of average times for each split * Wine bottles and wooden barrels now spill wine when broken * Actually include the wine puddle class and texture * Make sure wine bottles only leave a puddle when actually broken, not when getting picked up sometimes * fix looting LAW/PS40 due to bug with weapons with no ammo * gunther infolink to tell you when you're close, also fix skillawardtrigger collision size * Silo: Howard radio room closer to window, added computer in machine shop * barrel names * Make sure all explosive barrels have the same number of hitpoints * Make sure UNATCO computer on Superfreighter is actually Chinese. Fix Revision build. * Fix the Barrel Texture menu choice for non-vanilla better (in case we choose to replace the barrels) * Add hover hints for mission 9 weld points (and the holes that aren't weld points) * fix NSFHQ falling tnt crates * Guards in Maggie Chow's apartment now get their barks removed until you trigger an alarm or enter the back area. #723 * installer keep dated backups of configs, also don't overwrite config twice (Install.py old lines 175 and 201, used to write default config on top of old config, then modify config values and write again) * tests to call BackupFile from class and instance (I saw something about static function before Python 3.9) * Remove projectiles from the list of possible actors on the main menu (since they explode or fly away) * fix num_random_actor_classes in DXRMemes * Add option to automatically put away in-hand items when trying to pick up decorations * nerf power recirc again * undo carcass multiple weapon looting change, for now * fix chargedpickups showing in hand after use * new console commands for MoveClass and RotateClass * fill in ship weld points * don't show bingo notifications in Zero Rando * More Goal Failures (#731) * add DXREvents.MapBingoFailEvents and numerous goal failure detections based on kills/knockouts * add more bingo failures, not just based on death * allow more logic for bingo failures * correct maggie * GetFailedBingoGoals fix missing break * refactor GetBingoFailedGoals to use returns --------- Co-authored-by: Die4Ever <30947252+Die4Ever@users.noreply.github.com> Co-authored-by: Die4Ever <die4ever2005@gmail.com> --------- Co-authored-by: theastropath@gmail.com <theastropath@gmail.com> Co-authored-by: Jeffrey Thomas Piercy <mqduck@mqduck.net>
- Loading branch information
Showing
54 changed files
with
1,115 additions
and
129 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,14 @@ | ||
class DXRCloud injects Cloud; | ||
|
||
// HACK: duplicate the Flying state for savegame compatibility | ||
auto simulated state Flying | ||
{ | ||
} | ||
|
||
simulated function Touch(actor Other) | ||
{ | ||
Super.Touch(Other); | ||
if(ScriptedPawn(Other) != None) { | ||
Other.TakeDamage(Damage, Instigator, Other.Location, vect(0,0,0), damageType); | ||
} | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Oops, something went wrong.