Adjusted projectile speeds across the board for more consistency.
Tweaked guided redeemer missile movement, no longer makes sharp turns. Additional development notes so I don't forget what I should do next.
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8 changed files with 39 additions and 24 deletions
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@ -244,7 +244,7 @@ Class WarShell : Actor
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Obituary "%o was vaporized by %k's Redeemer!!";
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Radius 2;
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Height 2;
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Speed 2;
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Speed 12;
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DamageType 'RedeemerDeath';
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DamageFactor 1000;
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PROJECTILE;
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@ -279,9 +279,9 @@ Class WarShell : Actor
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if ( waterlevel > 0 )
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{
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vel *= 0.98;
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if ( vel.length() < 5 ) vel += vel.unit()*0.5;
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if ( vel.length() < 12 ) vel += vel.unit();
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}
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else if ( vel.length() < 10 ) vel += vel.unit()*0.5;
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else if ( vel.length() < 40 ) vel += vel.unit();
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}
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}
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action void A_Trail()
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@ -395,13 +395,7 @@ Class GuidedWarShell : WarShell
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A_SetAngle(destangle,SPF_INTERPOLATE);
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A_SetPitch(destpitch,SPF_INTERPOLATE);
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A_SetRoll(destroll,SPF_INTERPOLATE);
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vel = vel.length()*(cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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if ( waterlevel > 0 )
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{
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vel *= 0.98;
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if ( vel.length() < 5 ) vel += vel.unit()*0.5;
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}
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else if ( vel.length() < 10 ) vel += vel.unit()*0.5;
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vel = (vel+(cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch))*0.8).unit()*11;
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}
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lagangle2 = lagangle2*0.95+lagangle*0.05;
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lagpitch2 = lagpitch2*0.95+lagpitch*0.05;
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