Backport some changes from development branch:
- Made Kinsie's Test Map changes toggleable (off by default) - Corrected physics of various projectiles - Replaced textures of health items to something better looking - Biosludge now only has a hitbox when stuck to surfaces, to be more consistent with vanilla behavior - Some code cleanup
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20 changed files with 222 additions and 285 deletions
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@ -221,11 +221,11 @@ Class UTGrenade : UTRocket
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DamageType 'GrenadeDeath';
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-NOGRAVITY;
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+USEBOUNCESTATE;
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-BOUNCEAUTOOFF;
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+BOUNCEAUTOOFFFLOORONLY;
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-EXPLODEONWATER;
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+CANBOUNCEWATER;
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BounceType "Doom";
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+NOEXPLODEFLOOR;
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BounceType "Hexen";
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WallBounceFactor 0.75;
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BounceFactor 0.75;
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ReactionTime 85;
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Speed 20;
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@ -243,20 +243,37 @@ Class UTGrenade : UTRocket
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Spawn:
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RCKT A 1
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{
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angle += anglevel;
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pitch += pitchvel;
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roll += rollvel;
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if ( !bNOGRAVITY )
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{
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angle += anglevel;
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pitch += pitchvel;
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roll += rollvel;
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}
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let s = Spawn("UTSmoke",pos);
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s.scale *= 2.0;
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s.alpha *= 0.6;
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s.vel = (FRandom[Eightball](-0.1,0.1),FRandom[Eightball](-0.1,0.1),FRandom[Eightball](-0.1,0.3));
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s.vel += vel*0.05;
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s.SetShade("000000");
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A_Countdown();
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}
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Wait;
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Bounce:
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RCKT A 0
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{
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bHITOWNER = true;
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A_PlaySound("utrl/bounce");
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rollvel = FRandom[Eightball](-16,16);
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pitchvel = FRandom[Eightball](-16,16);
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anglevel = FRandom[Eightball](-16,16);
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bHITOWNER = true;
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if ( vel.z > 10 ) vel.z = 0.5*(10+vel.z);
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else if ( BlockingFloor && (vel.xy.length() < 0.5) )
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{
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vel *= 0;
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bNOGRAVITY = true;
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bMOVEWITHSECTOR = true;
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ClearBounce();
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}
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}
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Goto Spawn;
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Death:
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