Projectile physics hotfix from Demolitionist.
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11 changed files with 57 additions and 7 deletions
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@ -54,6 +54,7 @@ Class BioSpark : Actor
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+DONTSPLASH;
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-BOUNCEAUTOOFF;
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+BOUNCEAUTOOFFFLOORONLY;
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+NOFRICTION;
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BounceType "Doom";
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BounceFactor 0.5;
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WallBounceFactor 0.5;
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@ -195,6 +196,16 @@ Class BioGel : Actor
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if ( (victim is 'BioHitbox') && ((victim.target == master) || (victim.target.master == master)) ) return 1;
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return -1;
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}
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override void FallAndSink( double grav, double oldfloorz )
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{
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if ( bNOGRAVITY || (waterlevel < 1) )
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{
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Super.FallAndSink(grav,oldfloorz);
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return;
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}
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vel *= .99;
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if ( pos.z > floorz ) vel.z += grav*.01; // floats in water
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}
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override void Tick()
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{
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Super.Tick();
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@ -206,7 +217,6 @@ Class BioGel : Actor
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pitch += yawvel;
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if ( waterlevel > 0 )
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{
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vel.xy *= 0.98;
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rollvel *= 0.98;
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pitchvel *= 0.98;
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yawvel *= 0.98;
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@ -580,6 +590,7 @@ Class BioGel : Actor
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+NODAMAGETHRUST;
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+HITTRACER;
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+INTERPOLATEANGLES;
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+NOFRICTION;
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}
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States
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{
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