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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@ -1549,7 +1549,7 @@ Class UTMainHandler : EventHandler
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else if ( e.Replacee == 'BFG9000' ) e.Replacement = 'WarheadLauncher';
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else if ( e.Replacee == 'Mace' )
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{
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if ( !Random[Replacements](0,6) ) e.Replacement = 'EnhancedShockRifle';
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if ( (!deathmatch || flak_dmsshock) && !Random[Replacements](0,6) ) e.Replacement = 'EnhancedShockRifle';
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else e.Replacement = 'WarheadLauncher';
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}
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else if ( (e.Replacee == 'Clip') || (e.Replacee == 'GoldWandAmmo') || (e.Replacee == 'GoldWandHefty') ) e.Replacement = 'EClip';
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@ -1605,7 +1605,7 @@ Class UTMainHandler : EventHandler
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else if ( Random[Replacements](0,1) ) e.Replacement = 'MiniAmmo';
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else e.Replacement = 'RifleAmmo';
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}
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else if ( e.Replacee == 'InvulnerabilitySphere' ) e.Replacement = 'EnhancedShockRifle';
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else if ( e.Replacee == 'InvulnerabilitySphere' ) e.Replacement = (!deathmatch||flak_dmsshock)?'EnhancedShockRifle':'UDamage';
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else if ( (e.Replacee == 'Berserk') || (e.Replacee == 'ArtiTomeOfPower') || (e.Replacee == 'ArtiEgg') ) e.Replacement = 'UDamage';
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else if ( (e.Replacee == 'Soulsphere') || (e.Replacee == 'ArtiSuperHealth') ) e.Replacement = 'UTHealthPack';
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else if ( (e.Replacee == 'Megasphere') || (e.Replacee == 'ArtiInvulnerability') ) e.Replacement = 'UTShieldBelt';
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@ -1877,15 +1877,38 @@ Class UTMainHandler : EventHandler
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override void WorldThingSpawned( WorldEvent e )
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{
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if ( flak_nobosstelefrag && e.Thing.bBOSS ) e.Thing.bNOTELEFRAG = true;
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if ( deathmatch && flak_instagib )
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{
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if ( (e.Thing is 'EnhancedShockRifle') || (e.Thing is 'EnhancedShockAmmo') ) return;
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if ( e.Thing is 'Inventory' ) e.Thing.Destroy();
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}
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}
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override void PlayerEntered( PlayerEvent e )
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{
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if ( deathmatch && flak_instagib )
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{
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players[e.playernumber].mo.GiveInventory("EnhancedShockRifle",1);
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if ( players[e.playernumber].bot )
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{
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// fix bots not having the weapon raised when changing map
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let ess = Weapon(players[e.playernumber].mo.FindInventory("EnhancedShockRifle"));
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players[e.playernumber].ReadyWeapon = ess;
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players[e.playernumber].PendingWeapon = WP_NOCHANGE;
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players[e.playernumber].mo.BringUpWeapon();
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}
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return;
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}
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if ( flak_translocator )
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players[e.playernumber].mo.GiveInventory("Translocator",1);
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}
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override void PlayerRespawned( PlayerEvent e )
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{
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if ( deathmatch && flak_instagib )
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{
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players[e.playernumber].mo.GiveInventory("EnhancedShockRifle",1);
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return;
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}
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if ( flak_translocator )
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players[e.playernumber].mo.GiveInventory("Translocator",1);
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}
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