Changed Pulse Beam size to be the same as in UT99 (10 81-unit segments).
Tweaked Starter Bolt textures to look better in first person. Tweaked Pulse Beam model UVs to reduce seams. Switched Chainsaw alt-fire to damage in an arc. Rebalanced damages of Chainsaw, Enforcer, Biorifle, Pulsegun, Minigun, Flak Cannon. Adjusted Redeemer damage formula. Added view flash to Redeemer shockwave. Reduced Enforcer fire speed. Reduced delay of Minigun altfire. Should happen after exactly one cycle. Increased knockback of Impact Hammer.
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a5debcdbb2
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17 changed files with 52 additions and 101 deletions
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@ -241,7 +241,7 @@ Class PulseBoltLight : DynamicLight
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Default
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{
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DynamicLight.Type "Point";
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Args 32,128,0,40;
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Args 32,128,0,80;
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}
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override void Tick()
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{
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@ -252,7 +252,7 @@ Class PulseBoltLight : DynamicLight
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return;
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}
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SetOrigin(target.pos,true);
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args[LIGHT_INTENSITY] = Random[Pulse](30,50);
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args[LIGHT_INTENSITY] = Random[Pulse](60,100);
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}
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}
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@ -307,7 +307,7 @@ Class PulseBoltCap : Actor
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+NOCLIP;
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+DONTSPLASH;
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+FORCEXYBILLBOARD;
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Scale 0.15;
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Scale 0.3;
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}
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States
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{
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@ -345,7 +345,7 @@ Class PulseBoltHit : Actor
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+NOCLIP;
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+DONTSPLASH;
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+FORCEXYBILLBOARD;
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Scale 0.15;
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Scale 0.3;
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}
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States
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{
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@ -357,7 +357,7 @@ Class PulseBoltHit : Actor
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Class PulseBolt : Actor
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{
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const beamsize = 40.5;
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const beamsize = 81.0;
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PulseBoltTracer t;
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double accdamage;
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@ -391,20 +391,20 @@ Class PulseBolt : Actor
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if ( !damagedactor )
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{
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accdamage = min(0.5*(level.time-lasthit),0.1);
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t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](70,80)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
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t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](70,90)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
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accdamage = 0;
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}
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else if ( t.Results.HitActor != damagedactor )
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{
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t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](70,80)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
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t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](70,90)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
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accdamage = 0;
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}
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lasthit = level.time;
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damagedactor = t.Results.HitActor;
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accdamage += 1./TICRATE;
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if ( accdamage > 0.16 )
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if ( accdamage > 0.17 )
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{
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t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](70,80)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
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t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](70,90)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
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accdamage = 0;
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}
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}
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@ -450,7 +450,7 @@ Class PulseBolt : Actor
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accdamage = 0;
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damagedactor = null;
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}
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if ( position >= 19 )
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if ( position >= 9 )
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{
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int numpt = Random[Pulse](5,10)*!Random[Pulse](0,5);
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for ( int i=0; i<numpt; i++ )
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@ -534,7 +534,7 @@ Class StarterBolt : PulseBolt
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if ( target.player )
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{
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[x, y, z] = Matrix4.GetAxes(target.pitch,target.angle,target.roll);
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origin = target.Vec2OffsetZ(0,0,target.player.viewz)+10.0*x+4.1*y-2.7*z;
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origin = target.Vec2OffsetZ(0,0,target.player.viewz)+8.0*x+4.1*y-2.7*z;
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}
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else origin = target.Vec3Offset(0,0,target.missileheight);
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SetOrigin(origin,true);
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