Projectile physics hotfix from Demolitionist.
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11 changed files with 57 additions and 7 deletions
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@ -15,6 +15,25 @@ const firstbloodmsg_id = -1401;
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const spreemsg_id = -1402;
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const multimsg_id = -1403;
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// backported from DEMOLITIONIST, needed to fix the broken water physics of some projectiles
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Mixin Class UTMissileFix
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{
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Default
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{
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+NOFRICTION;
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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;
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}
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}
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Class UTPlayer : DoomPlayer
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{
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bool doprintnoammo;
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@ -2149,6 +2168,7 @@ Class UTSpark : Actor
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+THRUACTORS;
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+NOTELEPORT;
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+DONTSPLASH;
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+NOFRICTION;
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BounceType "Doom";
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BounceFactor 0.4;
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Gravity 0.2;
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@ -2209,6 +2229,8 @@ Class UTViewSpark : UTSpark
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Class UTChip : Actor
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{
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Mixin UTMissileFix;
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int deadtimer;
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double rollvel, anglevel, pitchvel;
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