Enable HITOWNER on bounce for grenades (small hack was required), flak shrapnel, ripper blades.
Enable HITOWNER on biosludge after colliding with a surface. Not needed, but just done for the sake of it. Enable HITOWNER on guided redeemer missiles after they're far away from the shooter.
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6 changed files with 14 additions and 1 deletions
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@ -303,6 +303,7 @@ Class BioGel : Actor
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// align self to what surface was hit, currently does not support 3d floors + slopes properly
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virtual void AlignSelf()
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{
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bHITOWNER = true;
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A_NoGravity();
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A_Stop();
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if ( bAMBUSH )
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@ -192,6 +192,7 @@ Class UTGrenade : UTRocket
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Default
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{
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DamageType 'GrenadeDeath';
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Damage 1; // needs to be nonzero for self-hit to work (might send a PR to fix this later)
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-NOGRAVITY;
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+USEBOUNCESTATE;
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-BOUNCEAUTOOFF;
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@ -229,6 +230,7 @@ Class UTGrenade : UTRocket
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rollvel = FRandom[Eightball](-16,16);
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pitchvel = FRandom[Eightball](-16,16);
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anglevel = FRandom[Eightball](-16,16);
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bHITOWNER = true;
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}
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Goto Spawn;
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Death:
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@ -209,6 +209,7 @@ Class FlakChunk : Actor
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}
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action void A_HandleBounce()
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{
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bHITOWNER = true;
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A_SprayDecal("WallCrack",-8);
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int numpt = Random[Flak](2,3);
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if ( frame < 10 )
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@ -399,6 +400,7 @@ Class FlakSlug : Actor
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for ( int i=0; i<6; i++ )
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{
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p = Spawn("FlakChunk",pos);
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p.bHITOWNER = true;
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a = FRandom[Flak](0,360);
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s = FRandom[Flak](0,0.2);
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Vector3 dir = (x+y*cos(a)*s+z*sin(a)*s).unit();
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@ -136,6 +136,7 @@ Class Razor2 : Actor
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Bounce:
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RAZB A 0
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{
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bHITOWNER = true;
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Vector3 dir = vel.unit();
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A_SetAngle(atan2(dir.y,dir.x));
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A_SetPitch(asin(-dir.z));
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@ -933,7 +933,7 @@ Class UTMainHandler : StaticEventHandler
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while ( bi.Next() )
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{
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Actor a = bi.Thing;
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if ( !a || !a.bSHOOTABLE || !Source.CheckSight(a,0xf) || (a == Source) )
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if ( !a || !a.bSHOOTABLE || !Source.CheckSight(a,0xf) || (a == Source) || (Source.Distance3D(a) > ExplosionRadius) )
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continue;
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Vector3 midpoint = a.Vec3Offset(0,0,a.height*0.5);
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a.vel += Level.Vec3Diff(Source.pos,midpoint).unit()*(MomentumTransfer/(Thinker.TICRATE*a.mass));
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@ -357,15 +357,22 @@ Class GuidedWarShell : WarShell
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{
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double lagangle, lagpitch, lagroll, lagangle2, lagpitch2, lagroll2,
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guideangle, guidepitch, guideroll;
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bool justleft;
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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if ( target && target.player ) target.player.camera = self;
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justleft = true;
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}
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override void Tick()
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{
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Actor.Tick();
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if ( justleft && (Distance3D(target) > (2*max(target.radius,target.height))) )
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{
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justleft = false;
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bHITOWNER = true;
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}
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if ( globalfreeze || level.frozen ) return;
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if ( !bMISSILE ) return;
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if ( !target || !target.player || (target.Health <= 0) )
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