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v3.1.0.6 Alpha #907

Merged
merged 8 commits into from
Aug 14, 2024
Merged
13 changes: 7 additions & 6 deletions DXRBalance/DeusEx/Classes/BalancePlayer.uc
Original file line number Diff line number Diff line change
Expand Up @@ -647,19 +647,19 @@ state PlayerWalking
{
if (HealthLegLeft < 1)
newSpeed -= (defSpeed/2) * 0.25;
else if (HealthLegLeft < 34)
else if (HealthLegLeft < default.HealthLegLeft * 0.34)
newSpeed -= (defSpeed/2) * 0.15;
else if (HealthLegLeft < 67)
else if (HealthLegLeft < default.HealthLegLeft * 0.67)
newSpeed -= (defSpeed/2) * 0.10;

if (HealthLegRight < 1)
newSpeed -= (defSpeed/2) * 0.25;
else if (HealthLegRight < 34)
else if (HealthLegRight < default.HealthLegRight * 0.34)
newSpeed -= (defSpeed/2) * 0.15;
else if (HealthLegRight < 67)
else if (HealthLegRight < default.HealthLegRight * 0.67)
newSpeed -= (defSpeed/2) * 0.10;

if (HealthTorso < 67)
if (HealthTorso < default.HealthTorso * 0.67)
newSpeed -= (defSpeed/2) * 0.05;
}

Expand Down Expand Up @@ -764,7 +764,8 @@ state PlayerWalking
newSpeed *= 0.65;

GroundSpeed = FMax(newSpeed, 100);
if(Level.LevelAction != LEVACT_None) GroundSpeed = 0;
if(Level.LevelAction != LEVACT_None) GroundSpeed = 0;// DXRando: don't move during loading/randomization/autosave
else if(DeltaTime > 0.1 && class'MenuChoice_FixGlitches'.default.enabled) GroundSpeed /= 15 * DeltaTime;// DXRando: anyone running the game at 10fps?

// if we are moving or crouching, we can't lean
// uncomment below line to disallow leaning during crouch
Expand Down
4 changes: 2 additions & 2 deletions DXRBalance/DeusEx/Classes/WeaponModAccuracyBalance.uc
Original file line number Diff line number Diff line change
Expand Up @@ -3,10 +3,10 @@ class DXRWeaponModAccuracyBalance injects WeaponModAccuracy;
simulated function bool CanUpgradeWeapon(DeusExWeapon weapon)
{
if (weapon == None) return false;
return (weapon.bCanHaveModBaseAccuracy && weapon.ModBaseAccuracy <= 0.5);
return (weapon.bCanHaveModBaseAccuracy && weapon.ModBaseAccuracy < 0.5);
}

defaultproperties
{
WeaponModifier=0.15
WeaponModifier=0.125
}
2 changes: 1 addition & 1 deletion DXRCore/DeusEx/Classes/DXRVersion.uc
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ simulated static function CurrentVersion(optional out int major, optional out in
major=3;
minor=1;
patch=0;
build=5;//build can't be higher than 99
build=6;//build can't be higher than 99
}

simulated static function bool VersionIsStable()
Expand Down
26 changes: 26 additions & 0 deletions DXRMapFixups/DeusEx/Classes/DXRFixupM15.uc
Original file line number Diff line number Diff line change
Expand Up @@ -205,6 +205,8 @@ function PreFirstEntryMapFixes_Final()
local SpecialEvent se;
local DataLinkTrigger dlt;
local SkillAwardTrigger sat;
local Dispatcher disp;
local int i;

AddSwitch( vect(-5112.805176, -2495.639893, -1364), rot(0, 16384, 0), 'blastdoor_final');// just in case the dialog fails
AddSwitch( vect(-5112.805176, -2530.276123, -1364), rot(0, -16384, 0), 'blastdoor_final');// for backtracking
Expand Down Expand Up @@ -238,6 +240,30 @@ function PreFirstEntryMapFixes_Final()
}
}

// also make Tong ending a little faster
if(dxr.flags.moresettings.splits_overlay > 0) {
foreach AllActors(class'Dispatcher', disp) {
switch(disp.Tag) {
case 'button_1':
case 'button_2':
case 'button_3':
for(i=0; i<ArrayCount(disp.OutDelays); i++) {
disp.OutDelays[i] /= 3;
}
break;
}
}
foreach AllActors(class'DeusExMover', d) {
switch(d.Tag) {
case 'Generator_panel':
case 'injector2':
case 'injector3':
case 'Generator_overload':
d.MoveTime /= 2;
break;
}
}
}

//Generator Failsafe buttons should spit out some sort of message if the coolant isn't cut
//start_buzz1 and start_buzz2 are the tags that get hit when the coolant isn't cut
Expand Down
11 changes: 7 additions & 4 deletions DXRModules/DeusEx/Classes/DXRAutosave.uc
Original file line number Diff line number Diff line change
Expand Up @@ -71,7 +71,7 @@ function NeedSave()
}
if(autosave_combat>0 || !PawnIsInCombat(player())) {
autosave_combat = 1;// we're all in on this autosave because of the player rotation
Level.LevelAction = LEVACT_Saving;// save game cleans this up when it finishes
Level.LevelAction = LEVACT_Saving;
if(!set_player_pos) {
set_player_pos = true;
class'DynamicTeleporter'.static.CheckTeleport(player(), coords_mult);
Expand Down Expand Up @@ -115,7 +115,7 @@ function FixPlayer(optional bool pos)
{
local #var(PlayerPawn) p;

if(set_player_pos) {
/*if(set_player_pos) {
p=player();
if(pos) {
p.SetLocation(player_pos - vect(0,0,16));// a foot lower so you don't raise up
Expand All @@ -124,7 +124,7 @@ function FixPlayer(optional bool pos)
p.ViewRotation = player_rot;
p.Velocity = vect(0,0,0);
p.Acceleration = vect(0,0,0);
}
}*/
}

function Tick(float delta)
Expand All @@ -139,8 +139,10 @@ function Tick(float delta)
}
}
else if(save_timer <= 0) {
if(Level.Game.GameSpeed == 1)// TODO: figure out what's wrong with using old_game_speed instead of 1
if(Level.Game.GameSpeed == 1) {// TODO: figure out what's wrong with using old_game_speed instead of 1
Disable('Tick');
Level.LevelAction = LEVACT_None;
}
FixPlayer(Level.Game.GameSpeed == 1);
SetGameSpeed(1);
} else {
Expand Down Expand Up @@ -227,6 +229,7 @@ function doAutosave()
SetGameSpeed(1);// TODO: figure out what's wrong with using old_game_speed instead of 1
class'DXRStats'.static.IncDataStorageStat(p, "DXRStats_autosaves");
p.SaveGame(saveSlot, saveName);
Level.LevelAction = LEVACT_Saving;
SetGameSpeed(0);

if( interruptedDL != None ) {
Expand Down
8 changes: 7 additions & 1 deletion DXRModules/DeusEx/Classes/DXRHordeMode.uc
Original file line number Diff line number Diff line change
Expand Up @@ -627,7 +627,8 @@ function GiveRandomItems(ScriptedPawn p)
{
local DeusExPickup item;

item = DeusExPickup(GiveItem(p, class'WineBottle'));// this is how Paris works in real life, right?
item = DeusExPickup(GiveItem(p, class'#var(prefix)WineBottle'));// this is how Paris works in real life, right?
item.maxCopies = 100;
item.numCopies = wine_bottles_per_enemy;
}

Expand Down Expand Up @@ -660,6 +661,7 @@ function GenerateItems()
{
local int i;
local #var(injectsprefix)MedicalBot medbot;
local #var(prefix)WineBottle wine;

SetGlobalSeed("Horde GenerateItems" $ wave);

Expand All @@ -669,6 +671,10 @@ function GenerateItems()
for(i=0;i<items_per_wave;i++) {
GenerateItem();
}

foreach AllActors(class'#var(prefix)WineBottle', wine) {
wine.maxCopies = 100;
}
}

function GenerateItem()
Expand Down
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12 changes: 12 additions & 0 deletions GUI/DeusEx/Classes/HUDMedBotAddAugsScreen.uc
Original file line number Diff line number Diff line change
Expand Up @@ -111,6 +111,8 @@ function SetMedicalBot(MedicalBot newBot, optional bool bPlayAnim)
#var(injectsprefix)HUDMedBotNavBarWindow(winNavBar).CreateAllButtons();
}
Super.CreateMedbotLabel();

bTickEnabled = True;
}

function SelectAugmentation(PersonaItemButton buttonPressed)
Expand Down Expand Up @@ -147,3 +149,13 @@ function SelectAugmentation(PersonaItemButton buttonPressed)
winInfo.AppendText(augDesc);
}
}

function Tick(float deltaTime)
{
if(medBot == None || medBot.bDeleteMe || player == None || player.bDeleteMe) {
player = None;
medBot = None;
root.ClearWindowStack();
return;
}
}
12 changes: 6 additions & 6 deletions GUI/DeusEx/Classes/HUDMedBotHealthScreen.uc
Original file line number Diff line number Diff line change
Expand Up @@ -101,15 +101,15 @@ static function bool isAugsOnly(MedicalBot bot)

function Tick(float deltaTime)
{
if(#defined(gmdx) || #defined(vmd)) {
Super.Tick(deltaTime);
return;
}

if(medBot == None || medBot.bDeleteMe || player == None || player.bDeleteMe) {
player = None;
medBot = None;
DestroyWindow();
root.ClearWindowStack();
return;
}

if(#defined(gmdx) || #defined(vmd)) {
Super.Tick(deltaTime);
return;
}

Expand Down
13 changes: 6 additions & 7 deletions GUI/DeusEx/Classes/HUDRechargeWindow.uc
Original file line number Diff line number Diff line change
Expand Up @@ -121,16 +121,15 @@ function UpdateBioWindows()

event Tick(float deltaSeconds)
{
if(#defined(gmdx) || #defined(vmd)) {
Super.Tick(deltaSeconds);
return;
}

if(repairBot == None || repairBot.bDeleteMe || player == None || player.bDeleteMe) {
player = None;
repairBot = None;
DestroyWindow();
root.PopWindow();
root.ClearWindowStack();
return;
}

if(#defined(gmdx) || #defined(vmd)) {
Super.Tick(deltaSeconds);
return;
}

Expand Down
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