Removal of all RNG damage (excluding minigun).
Enhanced Shock Rifle is now actually instakill as it's meant to be. Enhanced Shock Rifle is disabled by default for deathmatch (toggleable). Implemented Instagib Deathmatch through flak_instagib cvar. Fixed a small typo in the modeldef entry of the enhanced shock ball shockwave.
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14 changed files with 74 additions and 44 deletions
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@ -77,7 +77,7 @@ Class ImpactHammer : UTWeapon
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LineTrace(angle,60,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
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if ( d.HitType == TRACE_HitActor )
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{
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int dmg = int(Random[Impact](90,120)*realcharge);
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int dmg = int(60*realcharge);
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dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
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d.HitActor.vel = x*(8000/d.HitActor.mass)*realcharge;
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if ( d.HitActor.bNOBLOOD )
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@ -95,7 +95,7 @@ Class ImpactHammer : UTWeapon
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else if ( d.HitType != TRACE_HitNone )
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{
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realcharge = max(1.0,realcharge);
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int dmg = int(Random[Impact](16,24)*realcharge); // It's a flat damage of 36 on UT, but I think it's more fair for it to scale
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int dmg = int(24*realcharge); // It's a flat damage on UT, but I think it's more fair for it to scale
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dmg = DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
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TraceBleed(dmg,invoker);
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vel -= x*(1200/mass)*realcharge;
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@ -140,13 +140,13 @@ Class ImpactHammer : UTWeapon
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double dscale = d.Distance/120.;
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if ( d.HitType == TRACE_HitActor )
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{
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int dmg = int(Random[Impact](25,35)*dscale);
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int dmg = int(20*dscale);
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dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
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d.HitActor.vel = x*(4000/d.HitActor.mass)*dscale;
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}
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else if ( d.HitType != TRACE_HitNone )
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{
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int dmg = int(Random[Impact](16,24)*dscale);
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int dmg = int(24*dscale);
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dmg = DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
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vel -= x*(600/mass)*dscale;
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if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
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