Impact Hammer fully implemented. Began working on Chainsaw.
Tweaked the shake effect on all weapons. Covered up some seams on redeemer texture. Moved the model slightly to cover up a gap. Corrected the chainsaw and translocator HUD icons.
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1ddda70712
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72eb6ca8d1
17 changed files with 254 additions and 21 deletions
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@ -66,7 +66,7 @@ Class ImpactHammer : UTWeapon replaces Fist
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if ( d.HitType == TRACE_HitActor )
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{
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d.HitActor.DamageMobj(invoker,self,60*realcharge,'impact');
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d.HitActor.vel += x*(1000/d.HitActor.mass)*realcharge;
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d.HitActor.vel = x*(1000/d.HitActor.mass)*realcharge;
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if ( d.HitActor.bNOBLOOD )
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{
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let p = Spawn("HammerImpact",d.HitLocation-d.HitDir*4);
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@ -81,7 +81,7 @@ Class ImpactHammer : UTWeapon replaces Fist
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}
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else if ( d.HitType != TRACE_HitNone )
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{
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realcharge = max(1.0,invoker.chargesize);
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realcharge = max(1.0,realcharge);
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DamageMobj(invoker,self,24*realcharge,'impact'); // It's a flat damage of 36 on UT, but I think it's more fair for it to scale
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TraceBleed(24*realcharge,invoker);
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vel -= x*(1200/mass)*realcharge;
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@ -90,8 +90,8 @@ Class ImpactHammer : UTWeapon replaces Fist
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p.pitch = asin(-d.HitDir.z);
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if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
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}
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A_QuakeEx(realcharge*4,realcharge*4,realcharge*4,12,0,96,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:realcharge*0.2);
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realcharge = max(1.0,invoker.chargesize);
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A_QuakeEx(realcharge*6,realcharge*6,realcharge*6,16,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:realcharge*0.2);
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realcharge = max(1.0,realcharge);
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int numpt = Random[Impact](20,40);
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for ( int i=0; i<numpt; i++ )
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{
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@ -112,7 +112,7 @@ Class ImpactHammer : UTWeapon replaces Fist
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A_PlaySound("impact/fire",CHAN_WEAPON);
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invoker.FireEffect();
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A_AlertMonsters();
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A_QuakeEx(2,2,2,6,0,96,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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Vector3 x, y, z;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z;
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@ -122,7 +122,7 @@ Class ImpactHammer : UTWeapon replaces Fist
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if ( d.HitType == TRACE_HitActor )
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{
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d.HitActor.DamageMobj(invoker,self,20*dscale,'impact');
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d.HitActor.vel += x*(500/d.HitActor.mass)*dscale;
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d.HitActor.vel = x*(500/d.HitActor.mass)*dscale;
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}
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else if ( d.HitType != TRACE_HitNone )
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{
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