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
This commit is contained in:
Marisa the Magician 2019-01-22 13:34:14 +01:00
commit 5435f06d4e
20 changed files with 222 additions and 285 deletions

View file

@ -221,11 +221,11 @@ Class UTGrenade : UTRocket
DamageType 'GrenadeDeath';
-NOGRAVITY;
+USEBOUNCESTATE;
-BOUNCEAUTOOFF;
+BOUNCEAUTOOFFFLOORONLY;
-EXPLODEONWATER;
+CANBOUNCEWATER;
BounceType "Doom";
+NOEXPLODEFLOOR;
BounceType "Hexen";
WallBounceFactor 0.75;
BounceFactor 0.75;
ReactionTime 85;
Speed 20;
@ -243,20 +243,37 @@ Class UTGrenade : UTRocket
Spawn:
RCKT A 1
{
angle += anglevel;
pitch += pitchvel;
roll += rollvel;
if ( !bNOGRAVITY )
{
angle += anglevel;
pitch += pitchvel;
roll += rollvel;
}
let s = Spawn("UTSmoke",pos);
s.scale *= 2.0;
s.alpha *= 0.6;
s.vel = (FRandom[Eightball](-0.1,0.1),FRandom[Eightball](-0.1,0.1),FRandom[Eightball](-0.1,0.3));
s.vel += vel*0.05;
s.SetShade("000000");
A_Countdown();
}
Wait;
Bounce:
RCKT A 0
{
bHITOWNER = true;
A_PlaySound("utrl/bounce");
rollvel = FRandom[Eightball](-16,16);
pitchvel = FRandom[Eightball](-16,16);
anglevel = FRandom[Eightball](-16,16);
bHITOWNER = true;
if ( vel.z > 10 ) vel.z = 0.5*(10+vel.z);
else if ( BlockingFloor && (vel.xy.length() < 0.5) )
{
vel *= 0;
bNOGRAVITY = true;
bMOVEWITHSECTOR = true;
ClearBounce();
}
}
Goto Spawn;
Death: