Added activatable items for Heretic, along with a full inventory bar.
Support new versions of Kinsie's test map. Switch to new GetAxes implementation across the board. Minor fixes here and there.
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1ed7083113
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42 changed files with 663 additions and 111 deletions
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@ -337,6 +337,7 @@ Class UTRocketLauncher : UTWeapon
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invoker.LockedOn = false;
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}
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if ( checktarget && !weap.bAltFire ) A_CheckTarget();
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invoker.special1++;
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}
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// refire that is ignored if there's no ammo
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@ -353,6 +354,7 @@ Class UTRocketLauncher : UTWeapon
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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invoker.special1 = 0;
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if ( weap.bAltFire ) A_PlaySound("utrl/altfire",CHAN_WEAPON);
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else A_PlaySound("utrl/fire",CHAN_WEAPON);
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invoker.FireEffect();
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@ -363,9 +365,9 @@ Class UTRocketLauncher : UTWeapon
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UTMainHandler.DoSwing(self,(FRandom[Eightball](0.4,-0.8),FRandom[Eightball](-0.5,0.5)),1,-0.2,Random[Eightball](3,4),SWING_Spring,Random[Eightball](2,5),Random[Eightball](2,4));
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Vector3 x, y, z, x2, y2, z2;
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double a, s;
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[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-3.0*z;
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[x2, y2, z2] = dt_Matrix4.GetAxes(BulletSlope(),angle,roll);
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[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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Actor p;
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if ( weap.bAltFire )
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{
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@ -490,6 +492,7 @@ Class UTRocketLauncher : UTWeapon
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EBLI A 1
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{
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invoker.locktics = 0;
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invoker.special1 = 0;
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A_CheckReload();
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A_WeaponReady(WRF_ALLOWRELOAD);
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}
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