Added support for DamNums.
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10f51e4414
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3 changed files with 23 additions and 5 deletions
18
language.txt
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18
language.txt
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@ -0,0 +1,18 @@
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/* DamNums support */
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[enu default]
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DAMNUM_TYPECOLOR_PULSED = "DamGreen";
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DAMNUM_TYPECOLOR_ZAPPED = "DamGreen";
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DAMNUM_TYPECOLOR_SHOT = "DamYellow";
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DAMNUM_TYPECOLOR_JOLTED = "DamLightBlue";
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DAMNUM_TYPECOLOR_JOLTEDX = "DamOrange";
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DAMNUM_TYPECOLOR_REDEEMERDEATH = "DamBlack";
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DAMNUM_TYPECOLOR_SHREDDED = "DamGold";
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DAMNUM_TYPECOLOR_FLAKDEATH = "DamGold";
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DAMNUM_TYPECOLOR_SLASHED = "DamRed";
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DAMNUM_TYPECOLOR_DECAPITATED = "DamDarkRed";
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DAMNUM_TYPECOLOR_SLIME = "DamDarkGreen";
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DAMNUM_TYPECOLOR_IMPACT = "DamGray";
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DAMNUM_TYPECOLOR_RIPPER = "DamBrick";
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DAMNUM_TYPECOLOR_RIPPERALTDEATH = "DamCream";
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DAMNUM_TYPECOLOR_ROCKETDEATH = "DamTan";
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DAMNUM_TYPECOLOR_GRENADEDEATH = "DamTan";
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@ -59,7 +59,7 @@ Class Razor2 : Actor
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Height 2;
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Height 2;
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Speed 50;
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Speed 50;
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DamageFunction Random[Ripper](20,30);
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DamageFunction Random[Ripper](20,30);
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DamageType "Ripper";
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DamageType 'Ripper';
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Obituary "%k ripped a chunk of meat out of %o with the Ripper.";
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Obituary "%k ripped a chunk of meat out of %o with the Ripper.";
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BounceType "Doom";
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BounceType "Doom";
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ReactionTime 7;
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ReactionTime 7;
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@ -184,7 +184,7 @@ Class Razor2Alt : Razor2
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Default
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Default
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{
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{
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DamageFunction Random[Ripper](25,34);
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DamageFunction Random[Ripper](25,34);
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DamageType "RipperAltDealth";
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DamageType 'RipperAltDealth';
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BounceType "None";
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BounceType "None";
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-CANBOUNCEWATER;
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-CANBOUNCEWATER;
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+EXPLODEONWATER;
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+EXPLODEONWATER;
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@ -474,7 +474,7 @@ Class SuperShockBeam : Actor
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Default
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Default
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{
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{
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Obituary "%k electrified %o with the Enhanced Shock Rifle.";
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Obituary "%k electrified %o with the Enhanced Shock Rifle.";
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DamageType 'jolted';
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DamageType 'joltedX';
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RenderStyle "Add";
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RenderStyle "Add";
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Radius 0.1;
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Radius 0.1;
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Height 0;
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Height 0;
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@ -560,7 +560,7 @@ Class SuperShockBeam : Actor
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}
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}
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else
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else
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{
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{
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t.Results.HitActor.DamageMobj(self,target,Random[ASMD](3500,5000),'jolted');
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t.Results.HitActor.DamageMobj(self,target,Random[ASMD](3500,5000),'joltedX');
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let r = Spawn("SuperShockBeamRing",pos);
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let r = Spawn("SuperShockBeamRing",pos);
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r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
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r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
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r.pitch = asin(-t.Results.HitVector.z);
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r.pitch = asin(-t.Results.HitVector.z);
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@ -884,7 +884,7 @@ Class SuperShockBall : Actor
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{
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{
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Obituary "%k electrified %o with the Enhanced Shock Rifle.";
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Obituary "%k electrified %o with the Enhanced Shock Rifle.";
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RenderStyle "Add";
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RenderStyle "Add";
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DamageType 'jolted';
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DamageType 'joltedX';
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DamageFunction Random[ASMD](5000,6000);
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DamageFunction Random[ASMD](5000,6000);
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Radius 2;
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Radius 2;
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Height 2;
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Height 2;
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