Merge branch 'devel'
This commit is contained in:
commit
2ea4a9cb9c
5 changed files with 30 additions and 19 deletions
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@ -74,8 +74,6 @@ This mod requires GZDoom 3.7.0 or later.
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## Known bugs
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- Sometimes the slave enforcer has its psprite "lower" slightly while the main
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enforcer is reloading. No idea what causes this (Could be bobbing-related)
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- Translocator allows telefragging other players in coop (no idea if I can
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even fix this)
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- Biorifle sludge doesn't handle 3d floors (especially sloped ones) properly.
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@ -28,6 +28,8 @@ server bool flak_classicsshock = false; // classic enhanced shock rifle (no al
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server bool flak_utmovement = false; // emulate UE1's air/ground movement physics
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server bool flak_doomspeed = false; // keep Doomguy run speed when using UT movement
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server bool flak_doomaircontrol = false; // keep Doom's limited air control when using UT movement
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server bool flak_tapdodge = true; // enable double tap dodge (may be cheaty for maps that disallow jumping)
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server int flak_taptics = 8; // maximum delay in tics between double taps for a successful dodge
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server bool flak_nobosstelefrag = false; // disable telefragging of boss monsters (useful when translocator is enabled)
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server bool flak_nowalkdrop = false; // [GLITCHY] don't drop off ledges while holding walk key
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server bool flak_corpsedamage = false; // [WIP/EXPERIMENTAL] allow corpses to take damage and be gibbed, currently just causes a jump to XDeath until gore system is implemented
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@ -35,4 +37,4 @@ server bool flak_swingers = true; // weapon recoil that affects player view
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server float flak_swingerstrength = 0.5; // strength of visual recoil
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server bool flak_radboots = true; // jump boots protect against damaging floors (this is to account for the lack of a radsuit)
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server bool flak_blood = true; // [WIP] use doom tournament blood (disable if using another gore mod)
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server bool flak_gibs = false; // [WIP/UNSTABLE] use doom tournament gibbing (disable if using another gore mod)
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server bool flak_gibs = false; // [WIP/UNSTABLE] use doom tournament gibbing (disable if using another gore mod)
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@ -44,6 +44,8 @@ OptionMenu "UTOptionMenu"
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Option "Doom Player Speed", "flak_doomspeed", "YesNo", "flak_utmovement"
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Option "Doom Air Control", "flak_doomaircontrol", "YesNo", "flak_utmovement"
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Option "Walk Disables Dropoff (Glitchy)", "flak_nowalkdrop", "YesNo", "flak_utmovement"
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Option "Double Tap Dodge", "flak_tapdodge", "YesNo", "flak_utmovement"
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Slider "Double Tap Sensibility In Tics", "flak_taptics", 1, 10, 1, 0
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StaticText " "
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StaticText "HUD Options", "Gold"
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Option "Show Weapon Bar", "flak_showweapons", "YesNo"
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@ -195,7 +195,7 @@ Class Enforcer : UTWeapon
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PSprite psp;
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for ( psp = Owner.player.psprites; psp; psp = psp.next )
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{
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if ( (psp.Caller == self) && (psp.id == 2) ) psp.Destroy();
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if ( (psp.Caller == self) && ((psp.id == 2) || (psp.id == -9998)) ) psp.Destroy();
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slaveactive = false;
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slavedown = false;
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}
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@ -253,12 +253,22 @@ Class Enforcer : UTWeapon
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if ( !weap || !player ) return;
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if ( player.cmd.buttons&BT_ATTACK && !player.ReadyWeapon.bAltFire )
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{
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if ( flak_enforcerreload && (invoker.slaveclipcount <= 0) && (weap.Ammo1.Amount > 0) )
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{
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player.setpsprite(2,ResolveState("LeftReload"));
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return;
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}
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invoker.slaverefire = 0;
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invoker.slavealtfire = false;
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player.setpsprite(2,ResolveState("LeftFire"));
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}
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else if ( player.cmd.buttons&BT_ALTATTACK && player.ReadyWeapon.bAltFire )
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{
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if ( flak_enforcerreload && (invoker.slaveclipcount <= 0) && (weap.Ammo1.Amount > 0) )
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{
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player.setpsprite(2,ResolveState("LeftReload"));
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return;
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}
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invoker.slaverefire = 0;
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invoker.slavealtfire = true;
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player.setpsprite(2,ResolveState("LeftAltFire"));
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@ -455,13 +465,13 @@ Class Enforcer : UTWeapon
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invoker.slaveactive = false;
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A_Overlay(2,"LeftDeselect");
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}
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else if ( flak_enforcerreload && (invoker.slavereload || (invoker.slaveclipcount < 0)) ) A_Overlay(2,"LeftReload");
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else if ( flak_enforcerreload && invoker.slavereload ) A_Overlay(2,"LeftReload");
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else if ( invoker.slavedown ) A_Overlay(2,"LeftDeselect");
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else A_LeftWeaponReady();
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}
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Wait;
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Fire:
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ENFF A 0 A_Overlay(-9999,"Null");
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ENFF A 0 A_Overlay(-9999,null);
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Hold:
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ENFF A 0 A_EnforcerFire();
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ENFF ABCDEFGHIJ 1;
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@ -471,7 +481,7 @@ Class Enforcer : UTWeapon
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ENFI A 0;
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Goto Idle;
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LeftFire:
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2NFI A 0 A_Overlay(-9998,"Null");
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2NFI A 0 A_Overlay(-9998,null);
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2NFI A 5;
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2NFI A 0 A_EnforcerRefire(1,true);
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Goto LeftIdle;
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@ -484,7 +494,7 @@ Class Enforcer : UTWeapon
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2NFI A 0;
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Goto LeftIdle;
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AltFire:
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ENFA A 0 A_Overlay(-9999,"Null");
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ENFA A 0 A_Overlay(-9999,null);
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ENFA ABCDEF 1;
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AltHold:
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ENFA G 0 A_EnforcerFire(true);
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@ -494,7 +504,7 @@ Class Enforcer : UTWeapon
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ENFA OPQRSTU 1;
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Goto Idle;
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LeftAltFire:
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2NFI A 0 A_Overlay(-9998,"Null");
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2NFI A 0 A_Overlay(-9998,null);
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2NFI A 5;
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2NFI A 0 A_EnforcerRefire(1,true);
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Goto LeftIdle;
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@ -509,13 +519,14 @@ Class Enforcer : UTWeapon
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Reload:
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ENFR A 0
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{
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invoker.slavereload = ((player.cmd.buttons&BT_RELOAD)&&(invoker.slaveclipcount < min(20,invoker.Ammo1.Amount)))||(invoker.slaveclipcount <= 0);
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invoker.slavereload = ((player.cmd.buttons&BT_RELOAD)&&invoker.slaveactive&&(invoker.slaveclipcount < min(20,invoker.Ammo1.Amount)))||(invoker.slaveclipcount <= 0);
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return A_JumpIf(invoker.clipcount>=min(20,invoker.Ammo1.Amount),"Idle");
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}
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ENFR A 0
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{
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invoker.clipcount = Min(20,invoker.Ammo1.Amount);
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A_Overlay(-9999,"Null");
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A_Overlay(-9999,null);
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A_WeaponOffset(0,32); // fix sudden psprite lowering
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A_PlaySound("enforcer/click",CHAN_WEAPON);
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}
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ENFR ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
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@ -528,7 +539,7 @@ Class Enforcer : UTWeapon
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{
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invoker.slaveclipcount = Min(20,invoker.Ammo1.Amount);
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invoker.slavereload = false;
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A_Overlay(-9998,"Null");
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A_Overlay(-9998,null);
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A_PlaySound("enforcer/click",CHAN_6);
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}
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2NFR ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
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@ -538,7 +549,7 @@ Class Enforcer : UTWeapon
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Goto LeftReady;
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Deselect:
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ENFI A 1 { invoker.slavedown = true; }
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ENFD A 0 A_Overlay(-9999,"Null");
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ENFD A 0 A_Overlay(-9999,null);
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ENFD A 0 A_JumpIf(invoker.slaveactive,"Deselect");
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ENFD ABDEGHJK 1;
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ENFD L 1 A_Lower(int.max);
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@ -546,7 +557,7 @@ Class Enforcer : UTWeapon
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LeftDeselect:
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2NFD A 0
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{
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A_Overlay(-9998,"Null");
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A_Overlay(-9998,null);
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invoker.slaveactive = false;
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}
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2NFD ABDEGHJK 1;
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@ -43,8 +43,6 @@ Class UTPlayer : DoomPlayer
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Player.DamageScreenColor "FF 00 00";
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Player.ViewHeight 46;
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Player.GruntSpeed 20;
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MaxDropoffHeight 18;
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MaxStepHeight 18;
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+NOMENU;
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UTPlayer.DollType DOLL_Male;
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}
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@ -286,7 +284,7 @@ Class UTPlayer : DoomPlayer
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if ( fm )
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{
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int clk = abs(gametic-last_fm_tap);
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if ( (clk < 8) && (last_fm*fm == 0) && (last_tap_fm*fm>0) )
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if ( (clk < flak_taptics) && (last_fm*fm == 0) && (last_tap_fm*fm>0) )
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dodge += RotateVector((fm,0),angle).unit();
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if ( !last_fm && (last_jump_held < gametic-1) )
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{
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@ -298,7 +296,7 @@ Class UTPlayer : DoomPlayer
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if ( sm )
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{
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int clk = abs(gametic-last_sm_tap);
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if ( (clk < 8) && (last_sm*sm == 0) && (last_tap_sm*sm>0) )
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if ( (clk < flak_taptics) && (last_sm*sm == 0) && (last_tap_sm*sm>0) )
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dodge += RotateVector((0,-sm),angle).unit();
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if ( !last_sm && (last_jump_held < gametic-1) )
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{
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@ -309,7 +307,7 @@ Class UTPlayer : DoomPlayer
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last_sm = sm;
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if ( !bNoGravity && player.onground && (waterlevel < 2) )
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{
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if ( dodge.length() > 0 )
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if ( flak_tapdodge && (dodge.length() > 0) )
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{
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if ( flak_doomspeed ) vel += dodge.unit()*(groundspeed_doomish*1.5)/TICRATE;
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else vel += dodge.unit()*(groundspeed*1.5)/TICRATE;
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