Correctly implement some projectile damages. Readjust damages to adapt to this change.
Add 3D explosion blast and knockback functions. Migrate pretty much everything to it. Add "Classic Enhanced Shock Rifle" option, disables altfire and splash damage on beams. Screen shakes for explosions now correctly fall off with distance. Some minor refactoring/fixes.
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12 changed files with 103 additions and 45 deletions
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@ -411,7 +411,8 @@ Class BioGel : Actor
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s.args[3] = int(s.args[3]*Scale.x);
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invoker.deadtimer = -2;
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if ( invoker.atline ) invoker.atline.RemoteActivate(target,invoker.atside,SPAC_Impact,pos);
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A_Explode(int(Random[GES](10,15)*max(1,(Scale.x-1)**2)),Min(150,int(Scale.x*25)));
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UTMainHandler.DoBlast(self,Min(150,int(Scale.x*25)),200000);
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A_Explode(int(Random[GES](18,22)*max(1,(Scale.x-1)**2)),Min(150,int(Scale.x*25)));
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A_PlaySound("ges/explode",CHAN_VOICE);
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int numpt = Min(300,int(Scale.x*30))+Random[GES](-10,10);
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for ( int i=0; i<numpt; i++ )
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@ -437,13 +438,12 @@ Class BioGel : Actor
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{
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Obituary "%o drank a glass of %k's dripping green load.";
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DamageType 'Slime';
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DamageFunction int(Random[GES](10,15)*max(1,(Scale.x-1)**2));
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Damage 0;
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RenderStyle "Add";
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Radius 3;
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Height 3;
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Scale 2;
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Speed 18;
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ProjectileKickback 120;
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Gravity 0.5;
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PROJECTILE;
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-NOGRAVITY;
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@ -452,6 +452,7 @@ Class BioGel : Actor
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+FORCERADIUSDMG;
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+FORCEXYBILLBOARD;
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+MOVEWITHSECTOR;
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+NODAMAGETHRUST;
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}
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States
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{
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