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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@ -27,6 +27,8 @@ Class PulseAmmo : Ammo
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Ammo.BackpackAmount 50;
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Ammo.BackpackMaxAmount 199;
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Ammo.DropAmount 10;
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Radius 5;
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Height 12;
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}
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States
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{
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@ -99,7 +101,7 @@ Class PulseBall : Actor
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Scale 0.2;
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Speed 30;
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Radius 2;
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Height 0;
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Height 2;
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}
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override void PostBeginPlay()
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{
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@ -516,6 +518,11 @@ Class PulseGun : UTWeapon
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Super.OwnerDied();
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if ( beam ) beam.Destroy();
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}
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override void DetachFromOwner()
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{
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if ( beam ) beam.Destroy();
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Super.DetachFromOwner();
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}
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Default
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{
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Tag "Pulse Gun";
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@ -529,6 +536,9 @@ Class PulseGun : UTWeapon
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 60;
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PulseGun.ClipCount 50;
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Radius 18;
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Height 16;
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UTWeapon.DroppedHeight 12;
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}
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States
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{
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