Implement damage accumulator for flak chunks (auto-gibs at specific threshold).
Rebalances to ammo amounts and spawns. Rebalances to ripper speed and pulsegun beam damage. More tweaks to UT movement.
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1c0f7d08a5
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cdfea51f31
5 changed files with 97 additions and 28 deletions
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@ -4,11 +4,11 @@ Class RipperAmmo : Ammo
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{
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Tag "Razor Blades";
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Inventory.PickupMessage "You picked up Razor Blades.";
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Inventory.Amount 25;
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Inventory.MaxAmount 75;
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Ammo.BackpackAmount 50;
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Ammo.BackpackMaxAmount 150;
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Ammo.DropAmount 10;
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Inventory.Amount 10;
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Inventory.MaxAmount 40;
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Ammo.BackpackAmount 20;
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Ammo.BackpackMaxAmount 80;
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Ammo.DropAmount 5;
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}
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States
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{
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@ -58,7 +58,7 @@ Class Razor2 : Actor
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Radius 2;
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Height 2;
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Speed 27;
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DamageFunction (Random[Ripper](25,35)*((DamageType=='Decapitated')?3.5:1.0));
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DamageFunction (Random[Ripper](20,25)*((DamageType=='Decapitated')?3:1.0));
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DamageType 'Shredded';
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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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@ -259,7 +259,7 @@ Class Ripper2 : UTWeapon
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "RipperAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 15;
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Weapon.AmmoGive 10;
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UTWeapon.DropAmmo 5;
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}
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action void A_RazorFire( bool alt = false )
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@ -308,11 +308,11 @@ Class Ripper2 : UTWeapon
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Loop;
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Fire:
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RZRF A 0 A_RazorFire();
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RZRF ABDEGHIJKLMNO 1;
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RZRF ABCDEFGHIJKLMNO 1;
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Goto Idle;
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AltFire:
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RZRF A 0 A_RazorFire(true);
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RZRF ABDEG 3;
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RZRF ABCDEFG 3;
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RZRF HIJKLMNO 1;
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Goto Idle;
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Deselect:
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