Various fixes and tweaks. Adjusted collision for most things (turns out projectiles with 0 height break with 3d floors).
Added brightmaps to flak chunks. Reverted chunk trail to be sprite-based.
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32 changed files with 209 additions and 46 deletions
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@ -28,6 +28,8 @@ Class BioAmmo : Ammo
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Ammo.BackpackAmount 50;
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Ammo.BackpackMaxAmount 100;
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Ammo.DropAmount 10;
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Radius 8;
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Height 8;
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}
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States
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{
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@ -82,14 +84,19 @@ Class BioHitbox : Actor
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{
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Default
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{
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Radius 2;
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Height 2;
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Radius 3;
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Height 6;
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+SHOOTABLE;
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+NOGRAVITY;
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+NOCLIP;
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+DONTSPLASH;
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+NOBLOOD;
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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if ( target ) A_SetSize(1.5*target.scale.x,3*target.scale.y);
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}
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override int DamageMobj( Actor inflictor, Actor source, int damage, Name mod, int flags, double angle )
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{
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if ( inflictor == target ) return 0;
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@ -338,8 +345,8 @@ Class BioGel : Actor
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DamageType 'Slime';
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DamageFunction Random[GES](20,30)*Scale.x;
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RenderStyle "Add";
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Radius 4;
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Height 4;
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Radius 3;
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Height 3;
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Scale 2;
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Speed 20;
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PROJECTILE;
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@ -490,6 +497,9 @@ Class BioRifle : UTWeapon
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Weapon.AmmoType2 "BioAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 25;
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Radius 10;
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Height 16;
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UTWeapon.DroppedHeight 14;
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}
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States
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{
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