Tweaked explosion radii to more reasonable scales.
Reduced spread of grenades. Increased size of rocket trail (looks a bit closer to UT now). Increased radius of single bullet pickup, might have been too small for collision to work properly.
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7 changed files with 13 additions and 12 deletions
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@ -318,7 +318,7 @@ Class ShockBeam : Actor
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if ( target ) target.TakeInventory('ShockAmmo',2);
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let b = t.Results.HitActor.target;
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b.ExplodeMissile(null,self);
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b.A_Explode(Random[ASMD](150,160),250);
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b.A_Explode(Random[ASMD](150,160),300);
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b.A_QuakeEx(6,6,6,60,0,1200,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
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b.A_SprayDecal("BigShockMark1",100);
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b.A_SprayDecal("BigShockMark2",100);
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@ -590,7 +590,7 @@ Class SuperShockBeam : Actor
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action void A_BeamExplode()
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{
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Spawn("SuperShockBeamLight",pos);
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A_Explode(Random[ASMD](500,800),120);
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A_Explode(Random[ASMD](500,800),90);
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A_QuakeEx(6,6,6,5,0,200,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
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A_PlaySound("shock/hit",CHAN_VOICE,attenuation:0.5);
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A_PlaySound("sshock/blast",CHAN_6,attenuation:0.5);
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