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.
This commit is contained in:
Marisa the Magician 2018-05-30 21:31:41 +02:00
commit 92ae39afba
32 changed files with 209 additions and 46 deletions

View file

@ -28,6 +28,8 @@ Class BioAmmo : Ammo
Ammo.BackpackAmount 50;
Ammo.BackpackMaxAmount 100;
Ammo.DropAmount 10;
Radius 8;
Height 8;
}
States
{
@ -82,14 +84,19 @@ Class BioHitbox : Actor
{
Default
{
Radius 2;
Height 2;
Radius 3;
Height 6;
+SHOOTABLE;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+NOBLOOD;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
if ( target ) A_SetSize(1.5*target.scale.x,3*target.scale.y);
}
override int DamageMobj( Actor inflictor, Actor source, int damage, Name mod, int flags, double angle )
{
if ( inflictor == target ) return 0;
@ -338,8 +345,8 @@ Class BioGel : Actor
DamageType 'Slime';
DamageFunction Random[GES](20,30)*Scale.x;
RenderStyle "Add";
Radius 4;
Height 4;
Radius 3;
Height 3;
Scale 2;
Speed 20;
PROJECTILE;
@ -490,6 +497,9 @@ Class BioRifle : UTWeapon
Weapon.AmmoType2 "BioAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 25;
Radius 10;
Height 16;
UTWeapon.DroppedHeight 14;
}
States
{