Add option to give Redeemer lowest selection priority so it's not autoselected when out of ammo on other weapons (enabled by default).
Switch ambientglow+brightmap shader to actually use brightmap textures directly. This bumps the version requirement to 3.5.0 and makes it sorta-possible to play with software rendering without seeing "invisible pickup models". Re-ran all textures through optipng. All add-ons have been updated accordingly.
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66 changed files with 36 additions and 90 deletions
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@ -560,13 +560,17 @@ Class RedeemerHUDHandler : EventHandler
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Class WarheadLauncher : UTWeapon replaces BFG9000
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{
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transient CVar noswitchdeemer;
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Actor guided;
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override void Tick()
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{
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Super.Tick();
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if ( !Owner ) return;
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if ( !Owner || !Owner.player ) return;
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if ( guided ) crosshair = 99;
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else crosshair = 0;
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if ( !noswitchdeemer ) noswitchdeemer = CVar.GetCVar('flak_noswitchdeemer',Owner.player);
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if ( noswitchdeemer.GetBool() ) SelectionOrder = int.max;
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else SelectionOrder = 0;
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}
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action void A_WarheadFire()
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{
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