A couple more things, including an ambient glow shader effect, some more item replacements, and menu options.
Damage Amplifier has been implemented. Armor items are being worked on. Powerups will come later, then I'll continue doing more weapons.
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bcab8e79ae
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108 changed files with 920 additions and 175 deletions
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@ -149,19 +149,17 @@ Class ShockBeam : Actor
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// spawn particles
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for ( int i=0; i<t.Results.Distance; i+=80 )
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Spawn("ShockBeamLight",Vec3Offset(tracedir.x*i,tracedir.y*i,tracedir.z*i));
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for ( int i=0; i<t.Results.Distance; i+=4 )
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for ( int i=0; i<t.Results.Distance; i+=2 )
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{
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Vector3 pofs = Level.Vec3Diff(pos,pos+tracedir*FRandom[ASMD](-4,4)+(FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)));
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A_SpawnParticle("C0A0FF",SPF_FULLBRIGHT,15,2,0,tracedir.x*i+pofs.x,tracedir.y*i+pofs.y,tracedir.z*i+pofs.z,FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),startalphaf:1,sizestep:-.1);
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A_SpawnParticle("8040FF",SPF_FULLBRIGHT,20,4,0,tracedir.x*i+pofs.x,tracedir.y*i+pofs.y,tracedir.z*i+pofs.z,FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),startalphaf:.75,sizestep:-.1);
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A_SpawnParticle("5020FF",SPF_FULLBRIGHT,25,6,0,tracedir.x*i+pofs.x,tracedir.y*i+pofs.y,tracedir.z*i+pofs.z,FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),startalphaf:.5,sizestep:-.1);
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A_SpawnParticle("402080",SPF_FULLBRIGHT,30,8,0,tracedir.x*i+pofs.x,tracedir.y*i+pofs.y,tracedir.z*i+pofs.z,FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),startalphaf:.25,sizestep:-.1);
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Vector3 pofs = Level.Vec3Diff(pos,pos+tracedir*FRandom[ASMD](0,2)+(FRandom[ASMD](-.5,.5),FRandom[ASMD](-.5,.5),FRandom[ASMD](-.5,.5)));
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A_SpawnParticle("FFFFFF",SPF_FULLBRIGHT,30,2,0,tracedir.x*i+pofs.x,tracedir.y*i+pofs.y,tracedir.z*i+pofs.z,FRandom[ASMD](-.03,.03),FRandom[ASMD](-.03,.03),FRandom[ASMD](-.03,.03),startalphaf:1,sizestep:-.1);
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A_SpawnParticle("5020FF",SPF_FULLBRIGHT,45,4,0,tracedir.x*i+pofs.x,tracedir.y*i+pofs.y,tracedir.z*i+pofs.z,FRandom[ASMD](-.03,.03),FRandom[ASMD](-.03,.03),FRandom[ASMD](-.03,.03),startalphaf:.5,sizestep:-.1);
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A_SpawnParticle("402080",SPF_FULLBRIGHT,60,8,0,tracedir.x*i+pofs.x,tracedir.y*i+pofs.y,tracedir.z*i+pofs.z,FRandom[ASMD](-.03,.03),FRandom[ASMD](-.03,.03),FRandom[ASMD](-.03,.03),startalphaf:.25,sizestep:-.1);
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}
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if ( totaldist >= 10000.0 )
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{
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// reposition and explode on air
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SetOrigin(t.Results.HitPos-t.Results.HitVector*4,true);
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A_SprayDecal("ShockMark",16);
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ExplodeMissile(t.Results.HitLine,null);
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moving = false;
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let r = Spawn("ShockBeamRing",pos);
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@ -199,9 +197,7 @@ Class ShockBeam : Actor
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)).unit()*FRandom[ASMD](2,8);
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A_SpawnParticle("C0A0FF",SPF_FULLBRIGHT,Random[ASMD](20,80),FRandom[ASMD](1.6,4.8),0,0,0,0,pvel.x,pvel.y,pvel.z,0,0,0,1,-1,-.05);
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pvel = (FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)).unit()*FRandom[ASMD](3,12);
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A_SpawnParticle("8040FF",SPF_FULLBRIGHT,Random[ASMD](30,100),FRandom[ASMD](3.2,9.6),0,0,0,0,pvel.x,pvel.y,pvel.z,0,0,0,.75,-1,-.05);
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A_SpawnParticle("FFFFFF",SPF_FULLBRIGHT,Random[ASMD](20,80),FRandom[ASMD](1.6,4.8),0,0,0,0,pvel.x,pvel.y,pvel.z,0,0,0,1,-1,-.05);
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pvel = (FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)).unit()*FRandom[ASMD](3,12);
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A_SpawnParticle("5020FF",SPF_FULLBRIGHT,Random[ASMD](40,120),FRandom[ASMD](4.8,11.2),0,0,0,0,pvel.x,pvel.y,pvel.z,0,0,0,.5,-1,-.05);
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pvel = (FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)).unit()*FRandom[ASMD](3,12);
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@ -251,9 +247,7 @@ Class ShockBeam : Actor
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)).unit()*FRandom[ASMD](3,12);
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A_SpawnParticle("C0A0FF",SPF_FULLBRIGHT,Random[ASMD](20,40),FRandom[ASMD](1.6,2.4),0,0,0,0,pvel.x,pvel.y,pvel.z,0,0,0,1,-1,-.1);
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pvel = (FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)).unit()*FRandom[ASMD](3,12);
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A_SpawnParticle("8040FF",SPF_FULLBRIGHT,Random[ASMD](30,50),FRandom[ASMD](3.2,4.8),0,0,0,0,pvel.x,pvel.y,pvel.z,0,0,0,.75,-1,-.1);
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A_SpawnParticle("FFFFFF",SPF_FULLBRIGHT,Random[ASMD](20,40),FRandom[ASMD](1.6,2.4),0,0,0,0,pvel.x,pvel.y,pvel.z,0,0,0,1,-1,-.1);
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pvel = (FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)).unit()*FRandom[ASMD](3,12);
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A_SpawnParticle("5020FF",SPF_FULLBRIGHT,Random[ASMD](40,60),FRandom[ASMD](4.8,5.6),0,0,0,0,pvel.x,pvel.y,pvel.z,0,0,0,.5,-1,-.1);
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pvel = (FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)).unit()*FRandom[ASMD](3,12);
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@ -403,9 +397,7 @@ Class ShockBall : Actor
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)).unit()*FRandom[ASMD](3,12);
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A_SpawnParticle("C0A0FF",SPF_FULLBRIGHT,Random[ASMD](20,40),FRandom[ASMD](1.6,2.4),0,0,0,0,pvel.x,pvel.y,pvel.z,0,0,0,1,-1,-.1);
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pvel = (FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)).unit()*FRandom[ASMD](3,12);
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A_SpawnParticle("8040FF",SPF_FULLBRIGHT,Random[ASMD](30,50),FRandom[ASMD](3.2,4.8),0,0,0,0,pvel.x,pvel.y,pvel.z,0,0,0,.75,-1,-.1);
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A_SpawnParticle("FFFFFF",SPF_FULLBRIGHT,Random[ASMD](20,40),FRandom[ASMD](1.6,2.4),0,0,0,0,pvel.x,pvel.y,pvel.z,0,0,0,1,-1,-.1);
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pvel = (FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)).unit()*FRandom[ASMD](3,12);
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A_SpawnParticle("5020FF",SPF_FULLBRIGHT,Random[ASMD](40,60),FRandom[ASMD](4.8,5.6),0,0,0,0,pvel.x,pvel.y,pvel.z,0,0,0,.5,-1,-.1);
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pvel = (FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)).unit()*FRandom[ASMD](3,12);
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@ -448,6 +440,7 @@ Class ShockRifle : UTWeapon
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if ( weap.Ammo1.Amount <= 0 ) return;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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A_PlaySound("shock/fire",CHAN_WEAPON);
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invoker.FireEffect();
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A_AlertMonsters();
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A_QuakeEx(3,3,3,4,0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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Vector3 x, y, z;
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@ -465,6 +458,7 @@ Class ShockRifle : UTWeapon
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if ( weap.Ammo1.Amount <= 0 ) return;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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A_PlaySound("shock/altfire",CHAN_WEAPON);
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invoker.FireEffect();
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A_AlertMonsters();
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A_QuakeEx(3,3,3,8,0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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Vector3 x, y, z;
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