Various rebalances. Corrected some things that weren't 1:1 with UT.
Restored original flak chunk damage function (no longer falls off with distance). Fixed the minigun altfire shooting bullets at the same speed as the primary fire. Small hackaround for janky player movement while moving down slopes. [WIP] The very beginning of an UT gore system (toggleable).
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11 changed files with 99 additions and 34 deletions
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@ -107,7 +107,6 @@ Class ChunkTrail : Actor
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Class FlakChunk : Actor
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{
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Actor lasthit;
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ChunkTrail trail;
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double rollvel, pitchvel, yawvel;
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double lifetime, lifespeed;
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@ -118,7 +117,7 @@ Class FlakChunk : Actor
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Radius 2;
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Height 2;
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Speed 50;
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DamageFunction int(Random[Flak](15,20)*max(0.1,1.0-lifetime*4.1));
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DamageFunction Random[Flak](15,20);
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DamageType 'Shredded';
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BounceType "Doom";
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BounceFactor 0.8;
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@ -130,10 +129,6 @@ Class FlakChunk : Actor
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+SKYEXPLODE;
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Scale 0.3;
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}
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override bool CanCollideWith( Actor other, bool passive )
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{
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return (vel.length()>4.0);
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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@ -208,17 +203,17 @@ Class FlakChunk : Actor
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A_PlaySound("flak/bounce",volume:0.3);
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A_AlertMonsters();
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bBOUNCEAUTOOFFFLOORONLY = true;
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if ( vel.length() < 4.0 ) ExplodeMissile();
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if ( vel.length() < 5.0 ) ExplodeMissile();
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}
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override int DoSpecialDamage( Actor target, int damage, Name damagetype )
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{
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if ( vel.length() <= 5.0 ) return 0;
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if ( !target.bNOBLOOD )
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{
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if ( target != lasthit ) target.SpawnBlood(pos,AngleTo(target),damage);
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target.SpawnBlood(pos,AngleTo(target),damage);
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A_PlaySound("flak/meat",volume:0.3);
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A_AlertMonsters();
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}
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lasthit = target;
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return damage;
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}
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States
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@ -377,7 +372,7 @@ Class FlakSlug : Actor
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double a, s;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Actor p;
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for ( int i=0; i<6; i++ )
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for ( int i=0; i<5; i++ )
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{
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p = Spawn("FlakChunk",pos);
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p.bHITOWNER = true;
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@ -475,7 +470,7 @@ Class FlakCannon : UTWeapon
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A_OverlayRenderstyle(-2,STYLE_Add);
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[x, y, z] = Matrix4.GetAxes(BulletSlope(),angle,roll);
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Actor p;
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for ( int i=0; i<10; i++ )
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for ( int i=0; i<6; i++ )
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{
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p = Spawn("FlakChunk",origin);
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a = FRandom[Flak](0,360);
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