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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parent
fe0d8d4238
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12 changed files with 103 additions and 45 deletions
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@ -359,16 +359,17 @@ Class FlakSlug : Actor
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{
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Obituary "%o was ripped to shreds by %k's Flak Cannon.";
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DamageType 'FlakDeath';
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DamageFunction Random[Flak](100,110);
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Damage 0;
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Radius 2;
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Height 2;
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Speed 40;
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ProjectileKickback 320;
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PROJECTILE;
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-NOGRAVITY;
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+SKYEXPLODE;
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+EXPLODEONWATER;
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+HITTRACER;
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+FORCERADIUSDMG;
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+NODAMAGETHRUST;
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}
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override void PostBeginPlay()
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{
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@ -387,8 +388,9 @@ Class FlakSlug : Actor
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A_SprayDecal("RocketBlast",150);
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A_NoGravity();
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A_SetScale(1.2);
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UTMainHandler.DoBlast(self,80,75000);
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A_Explode(Random[Flak](70,80),80);
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A_QuakeEx(4,4,4,8,0,200,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
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A_QuakeEx(4,4,4,8,0,200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:80,rollIntensity:0.2);
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A_PlaySound("flak/explode",CHAN_VOICE);
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A_AlertMonsters();
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if ( !Tracer ) Spawn("SlugSmoke",pos);
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