Increased spread of rockets, increased tween time after firing (it looks weird for some fire animations, but it also did in UT anyway).
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0a7587a19f
commit
b1b38561c1
16 changed files with 101 additions and 65 deletions
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@ -7,7 +7,7 @@ Class ShockAmmo : Ammo
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Inventory.Amount 10;
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Inventory.MaxAmount 50;
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Ammo.BackpackAmount 20;
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Ammo.BackpackMaxAmount 50;
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Ammo.BackpackMaxAmount 100;
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Ammo.DropAmount 5;
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}
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States
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@ -261,6 +261,7 @@ Class ShockBeam : Actor
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+NOCLIP;
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+DONTSPLASH;
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+FORCEXYBILLBOARD;
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+FORCERADIUSDMG;
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}
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override void PostBeginPlay()
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{
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@ -476,6 +477,7 @@ Class SuperShockBeam : Actor
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+NOCLIP;
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+DONTSPLASH;
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+FORCEXYBILLBOARD;
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+FORCERADIUSDMG;
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+EXTREMEDEATH;
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}
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override void PostBeginPlay()
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@ -789,7 +791,7 @@ Class ShockBall : Actor
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}
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action void A_BallExplode()
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{
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A_Explode(Random[ASMD](50,60),70);
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A_Explode(Random[ASMD](40,50),70);
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A_SprayDecal("ShockMarkBig",16);
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Spawn("ShockExplLight",pos);
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A_SetScale(1.0);
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@ -814,6 +816,7 @@ Class ShockBall : Actor
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Obituary "%k inflicted mortal damage upon %o with the Shock Rifle";
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RenderStyle "Add";
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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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Scale 0.4;
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@ -821,7 +824,6 @@ Class ShockBall : Actor
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PROJECTILE;
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+FORCEXYBILLBOARD;
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+SKYEXPLODE;
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+FORCERADIUSDMG;
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}
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States
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{
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@ -850,7 +852,7 @@ Class SuperShockBall : Actor
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}
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action void A_BallExplode()
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{
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A_Explode(Random[ASMD](5000,6000),120);
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A_Explode(Random[ASMD](4000,5000),120);
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A_SprayDecal("ShockMarkBig",16);
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Spawn("SuperShockExplLight",pos);
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A_SetScale(1.5);
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@ -876,6 +878,7 @@ Class SuperShockBall : Actor
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Obituary "%k electrified %o with the Enhanced Shock Rifle.";
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RenderStyle "Add";
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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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Scale 0.5;
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@ -962,7 +965,7 @@ Class ShockRifle : UTWeapon
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ASMP B -1;
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Stop;
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Ready:
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ASMS ABCDEFGHIJKLMNO 1;
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ASMS ABCDEFGHIJKLMNO 1 A_WeaponReady(WRF_NOFIRE);
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Idle:
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ASMI A 1
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{
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@ -1071,7 +1074,7 @@ Class EnhancedShockRifle : UTWeapon replaces InvulnerabilitySphere
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ASMP B -1;
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Stop;
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Ready:
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ASMS ABCDEFGHIJKLMNO 1;
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ASMS ABCDEFGHIJKLMNO 1 A_WeaponReady(WRF_NOFIRE);
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Idle:
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ASMI A 1
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{
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