Assorted changes, including some code cleanup and more accurate UT physics for various projectiles.
I also made the Kinsie's Test Map tweaks toggleable because someone didn't like them.
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parent
b398a27919
commit
4189150f17
11 changed files with 174 additions and 103 deletions
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@ -166,12 +166,11 @@ Class FlakChunk : Actor
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Speed 50;
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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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BounceType "Hexen";
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BounceFactor 0.8;
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WallBounceFactor 0.8;
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PROJECTILE;
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+USEBOUNCESTATE;
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-BOUNCEAUTOOFF;
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+CANBOUNCEWATER;
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+SKYEXPLODE;
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+INTERPOLATEANGLES;
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@ -232,9 +231,8 @@ Class FlakChunk : Actor
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action void A_HandleBounce()
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{
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bHITOWNER = true;
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A_SprayDecal("WallCrack",-8);
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int numpt = Random[Flak](2,3);
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if ( frame < 10 )
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if ( (frame < 10) && Random[Flak](0,1) )
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{
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for ( int i=0; i<numpt; i++ )
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{
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@ -243,6 +241,7 @@ Class FlakChunk : Actor
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s.vel = pvel;
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}
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}
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else A_SprayDecal("WallCrack",-8);
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A_Gravity();
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invoker.rollvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
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invoker.pitchvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
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@ -255,7 +254,7 @@ Class FlakChunk : Actor
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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 ( vel.length() <= 5.0 ) return -1;
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FlakAccumulator.Accumulate(target,damage);
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int gibhealth = (target.GibHealth==int.min)?-target.SpawnHealth():target.GibHealth;
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int calcdmg = FlakAccumulator.GetAmount(target);
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