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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@ -9,6 +9,8 @@ Class ShockAmmo : Ammo
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Ammo.BackpackAmount 20;
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Ammo.BackpackMaxAmount 50;
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Ammo.DropAmount 5;
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Radius 4;
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Height 23;
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}
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States
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{
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@ -759,8 +761,8 @@ Class ShockHitbox : Actor
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{
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Default
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{
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Radius 24;
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Height 24;
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Radius 8;
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Height 16;
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+NOGRAVITY;
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+NOCLIP;
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+DONTSPLASH;
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@ -818,7 +820,7 @@ Class ShockBall : Actor
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DamageType 'jolted';
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DamageFunction Random[ASMD](50,60);
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Radius 2;
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Height 0;
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Height 2;
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Scale 0.4;
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Speed 20;
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PROJECTILE;
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@ -880,7 +882,7 @@ Class SuperShockBall : Actor
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DamageType 'jolted';
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DamageFunction Random[ASMD](5000,6000);
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Radius 2;
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Height 0;
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Height 2;
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Scale 0.5;
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Speed 25;
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PROJECTILE;
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@ -956,6 +958,9 @@ Class ShockRifle : UTWeapon
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Weapon.AmmoType2 "ShockAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 20;
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Radius 20;
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Height 16;
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UTWeapon.DroppedHeight 8;
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}
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States
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{
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@ -1002,6 +1007,8 @@ Class EnhancedShockAmmo : Ammo
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Ammo.BackpackAmount 0;
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Ammo.BackpackMaxAmount 25;
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Ammo.DropAmount 2;
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Radius 4;
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Height 23;
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}
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States
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{
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@ -1065,6 +1072,9 @@ Class EnhancedShockRifle : UTWeapon replaces InvulnerabilitySphere
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Weapon.AmmoType2 "EnhancedShockAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 25;
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Radius 20;
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Height 16;
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UTWeapon.DroppedHeight 8;
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}
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States
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{
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