Whole set of new features:
- Spent mags for Enforcer, Flak Cannon and Pulsegun. - Fixed up bullet casing orientations. - Terrain stuff (WIP).
This commit is contained in:
parent
20666ac1bd
commit
da49775e7d
29 changed files with 568 additions and 10 deletions
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@ -167,12 +167,36 @@ Class UTCasing : Actor
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PCAS A -1
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{
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pitch = 0;
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angle = FRandom[Junk](0,360);
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roll = FRandom[Junk](0,360);
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}
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Stop;
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}
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}
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Class EnforcerMag : UTCasing
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{
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Default
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{
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BounceSound "enforcer/bounce";
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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heat = 0.;
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}
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States
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{
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Death:
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PCAS A -1
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{
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pitch = RandomPick[Junk](-90,90);
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angle = FRandom[Junk](0,360);
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}
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Stop;
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}
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}
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Class Enforcer : UTWeapon
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{
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int ClipCount, SlaveClipCount;
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@ -388,6 +412,8 @@ Class Enforcer : UTWeapon
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}
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origin = level.Vec3Offset(origin,x*8+ydir*y*6-z*2);
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let c = Spawn("UTCasing",origin);
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c.angle = angle;
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c.pitch = pitch;
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c.vel = x*FRandom[Junk](-1.5,1.5)+y*ydir*FRandom[Junk](2,4)+z*FRandom[Junk](2,3);
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}
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@ -574,6 +600,13 @@ Class Enforcer : UTWeapon
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayReloading();
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invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount<min(invoker.default.slaveclipcount,invoker.Ammo1.Amount)));
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Vector3 x, y, z, origin;
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[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*4.-z*8.);
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let c = Spawn("EnforcerMag",origin);
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c.angle = angle;
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c.pitch = pitch;
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c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2);
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}
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ENFS A 0 A_PlaySound("enforcer/select",CHAN_WEAPON);
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Goto Ready;
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@ -599,6 +632,13 @@ Class Enforcer : UTWeapon
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayReloading();
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invoker.slavereload = false;
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Vector3 x, y, z, origin;
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[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*4.-z*8.);
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let c = Spawn("EnforcerMag",origin);
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c.angle = angle;
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c.pitch = pitch;
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c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2);
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}
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2NFS A 0 A_PlaySound("enforcer/select",CHAN_6);
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Goto LeftReady;
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@ -607,6 +607,33 @@ Class FlakLight : DynamicLight
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}
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}
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Class FlakMag : UTCasing
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{
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Default
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{
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BounceSound "flak/sbounce";
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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if ( special1 )
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{
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anglevel *= .1;
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pitchvel *= .1;
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}
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}
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States
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{
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Death:
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PCAS A -1
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{
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pitch = RandomPick[Junk](-90,90);
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angle = FRandom[Junk](0,360);
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}
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Stop;
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}
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}
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Class FlakCannon : UTWeapon
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{
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action void A_Loading( bool first = false )
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@ -714,6 +741,11 @@ Class FlakCannon : UTWeapon
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s.scale *= 2.4;
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s.alpha *= 0.5;
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}
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let c = Spawn("FlakMag",origin);
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c.angle = angle;
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c.pitch = BulletSlope();
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c.vel = x*FRandom[Junk](15.,20.)+y*FRandom[Junk](-.1,.1)+z*FRandom[Junk](.1,.8);
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c.special1 = 1;
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}
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Default
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@ -756,7 +788,16 @@ Class FlakCannon : UTWeapon
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Fire:
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FLKF A 1 A_FireChunks();
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FLKF BCDEFGHI 1;
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FLKF J 4;
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FLKF J 4
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{
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Vector3 x, y, z, origin;
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[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*3.-z*8.);
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let c = Spawn("FlakMag",origin);
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c.angle = angle;
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c.pitch = pitch;
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c.vel = vel*.5+x*FRandom[Junk](-.8,.1)+y*FRandom[Junk](-.2,.2)-z*FRandom[Junk](1,2);
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}
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Goto Loading;
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AltFire:
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FLKA A 1 A_FireSlug();
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@ -172,6 +172,8 @@ Class Minigun : UTWeapon
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}
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origin = level.Vec3Offset(origin,x*8+y*5-z*5);
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let c = Spawn("UTCasing",origin);
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c.angle = angle;
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c.pitch = pitch;
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c.vel = x*FRandom[Junk](-1.5,1.5)+y*FRandom[Junk](2,4)+z*FRandom[Junk](2,3);
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c.Scale *= 0.5;
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}
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@ -531,6 +531,31 @@ Class StarterBolt : PulseBolt
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}
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}
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Class PulseMag : UTCasing
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{
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Default
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{
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BounceSound "enforcer/bounce";
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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heat = 0.;
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}
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States
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{
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Death:
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PCAS A -1
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{
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pitch = Normalize180(pitch);
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if ( abs(deltaangle(pitch,0)) < 35 ) pitch = 0;
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else pitch = (pitch>0)?90:-90;
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angle = FRandom[Junk](0,360);
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}
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Stop;
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}
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}
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Class PulseGun : UTWeapon
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{
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int clipcount;
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@ -778,7 +803,17 @@ Class PulseGun : UTWeapon
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invoker.clipcount = 0;
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}
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PGNR QRSTUVWXYZ 1;
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PGR2 ABCD 1;
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PGR2 A 1
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{
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Vector3 x, y, z, origin;
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[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*6.-z*8.);
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let c = Spawn("PulseMag",origin);
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c.angle = angle;
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c.pitch = pitch;
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c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2);
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}
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PGR2 BCD 1;
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PGR2 E 1
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{
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invoker.clipcount = Min(invoker.default.clipcount,invoker.Ammo1.Amount);
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@ -171,6 +171,8 @@ Class SniperRifle : UTWeapon
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origin = level.Vec3Offset(origin,x*8+y*6-z*9);
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let c = Spawn("UTCasing",origin);
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c.scale *= 1.25;
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c.angle = angle;
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c.pitch = pitch;
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c.vel = x*FRandom[Junk](-1.5,1.5)+y*FRandom[Junk](2,4)+z*FRandom[Junk](2,3);
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}
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override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
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@ -11,6 +11,7 @@ Class UTPlayer : DoomPlayer
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int last_fm_tap, last_sm_tap;
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int last_tap_fm, last_tap_sm;
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int last_jump_held;
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Actor underwatersnd;
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int tempslide;
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double ssup;
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@ -250,7 +251,7 @@ Class UTPlayer : DoomPlayer
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if ( lastvelz < -8 )
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{
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double vol = clamp((-lastvelz-8)*0.05,0.01,1.0);
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if ( ((waterlevel > 0) || GetFloorTerrain().IsLiquid) && !bOnMobj ) A_PlaySound("ut/wetsplash",CHAN_AUTO,vol);
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if ( ((waterlevel > 0) || GetFloorTerrain().IsLiquid) && !bOnMobj ) PlaySplash(vol);
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else A_PlaySound("*uland",CHAN_AUTO,vol);
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PlayLanding();
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}
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@ -265,13 +266,20 @@ Class UTPlayer : DoomPlayer
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{
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double vol = abs(vel.xy.length())*0.03;
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if ( forcefootstep ) vol = clamp(-lastvelz*0.05,0.01,1.0);
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if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid && !bOnMobj ) A_PlaySound("ut/playerfootstepwet",CHAN_5,vol);
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if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid && !bOnMobj ) PlayWetFootstep(vol);
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else PlayFootstep(vol);
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}
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if ( (waterlevel >= 2) && (lastwaterlevel < 2) )
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A_PlaySound("ut/wetsplash",CHAN_AUTO);
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PlaySplash(1.);
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else if ( (waterlevel < 2) && (lastwaterlevel >= 2) )
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A_PlaySound("ut/wetsurface",CHAN_AUTO);
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PlaySurface();
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if ( (waterlevel >= 3) && !underwatersnd )
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{
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underwatersnd = Spawn("UTUnderSound",pos);
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underwatersnd.target = self;
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}
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else if ( (waterlevel < 3) && underwatersnd )
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underwatersnd.Destroy();
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lastground = player.onground;
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lastvelz = prevvelz;
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prevvelz = vel.z;
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@ -385,8 +393,17 @@ Class UTPlayer : DoomPlayer
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else Angle += cmd.yaw*(360./65536.);
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player.onground = (pos.z <= floorz) || bOnMobj || bMBFBouncer || (player.cheats & CF_NOCLIP2);
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// slant (aka steep slope) detection
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// TODO make it 3d floor aware when the PR makes it in
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if ( floorsector.floorplane.normal dot (0,0,1) < (46342./65536.) )
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Vector3 floornormal = floorsector.floorplane.normal;
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for ( int i=0; i<floorsector.Get3DFloorCount(); i++ )
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{
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F3DFloor ff = floorsector.Get3DFloor(i);
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if ( ff.top.ZAtPoint(pos.xy) ~== floorz )
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{
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floornormal = -ff.top.normal;
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break;
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}
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}
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if ( floornormal dot (0,0,1) < (46342./65536.) )
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player.onground = false;
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if ( player.onground ) lastgroundtic = gametic;
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if ( !player.onground && !bNoGravity && (waterlevel < 2) && (abs(pos.z-floorz) <= maxdropoffheight) && (player.jumptics == 0) && (vel.z < 0) )
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@ -726,7 +743,70 @@ Class UTPlayer : DoomPlayer
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virtual void PlayFootstep( double vol )
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{
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A_PlaySound("ut/playerfootstep",CHAN_5,vol);
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A_PlaySound("ut/playerfootstep",CHAN_AUTO,vol);
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}
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virtual void PlaySplash( double vol )
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{
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TerrainDef t = GetFloorTerrain();
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String snd = "ut/wetsplash";
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switch ( t.TerrainName )
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{
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case 'UTLava':
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case 'Lava':
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snd = "ut/lavasplash";
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break;
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case 'UTSlime':
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case 'UTNukage':
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case 'Slime':
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case 'Nukage':
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case 'Sludge':
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snd = "ut/slimesplash";
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break;
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}
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A_PlaySound(snd,CHAN_AUTO,vol);
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}
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virtual void PlaySurface()
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{
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TerrainDef t = GetFloorTerrain();
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String snd = "ut/wetsurface";
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switch ( t.TerrainName )
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{
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case 'UTLava':
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case 'Lava':
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snd = "ut/lavasurface";
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break;
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case 'UTSlime':
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case 'UTNukage':
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case 'Slime':
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case 'Nukage':
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case 'Sludge':
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snd = "ut/slimesurface";
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break;
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}
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A_PlaySound(snd,CHAN_AUTO);
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}
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virtual void PlayWetFootstep( double vol )
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{
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TerrainDef t = GetFloorTerrain();
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String snd = "ut/playerfootstepwet";
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switch ( t.TerrainName )
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{
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case 'UTLava':
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case 'Lava':
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snd = "ut/playerfootsteplava";
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break;
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case 'UTSlime':
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case 'UTNukage':
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case 'Slime':
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case 'Nukage':
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case 'Sludge':
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snd = "ut/playerfootstepslime";
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break;
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}
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A_PlaySound(snd,CHAN_AUTO,vol);
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}
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override void PlayIdle()
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@ -1120,6 +1200,139 @@ Class UTPlayer : DoomPlayer
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}
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}
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Class UTUnderSound : Actor
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{
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enum EFluidType
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{
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FLUID_WATER,
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FLUID_SLIME,
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FLUID_LAVA,
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FLUID_NITRO
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};
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int curfluid, lastfluid;
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String fluidsounds[4];
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Default
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{
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+NOBLOCKMAP;
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+NOGRAVITY;
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+DONTSPLASH;
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+NOINTERACTION;
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}
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int GetFluid()
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{
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int thisfluid = FLUID_WATER;
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// try to guess where we are
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for ( int i=0; i<CurSector.Get3DFloorCount(); i++ )
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{
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F3DFloor ff = CurSector.Get3DFloor(i);
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switch ( ff.model.damagetype )
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{
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case 'Slime':
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thisfluid = FLUID_SLIME;
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break;
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case 'Fire':
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thisfluid = FLUID_LAVA;
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break;
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case 'Ice':
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thisfluid = FLUID_NITRO;
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break;
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}
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}
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return thisfluid;
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true);
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curfluid = lastfluid = GetFluid();
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fluidsounds[0] = 'ut/underwater';
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fluidsounds[1] = 'ut/underslime';
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fluidsounds[2] = 'ut/underlava';
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fluidsounds[3] = 'ut/undernitro';
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A_PlaySound(fluidsounds[curfluid],CHAN_VOICE|CHAN_LISTENERZ,1.,true,100.);
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A_SoundVolume(CHAN_VOICE,(players[consoleplayer].camera==target)?1.:0.);
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}
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override void OnDestroy()
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{
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A_StopSound(CHAN_VOICE);
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Super.OnDestroy();
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}
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override void Tick()
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{
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Super.Tick();
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if ( !target )
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{
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Destroy();
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return;
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}
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SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true);
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curfluid = GetFluid();
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if ( curfluid != lastfluid )
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A_PlaySound(fluidsounds[curfluid],CHAN_VOICE|CHAN_LISTENERZ,1.,true,100.);
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lastfluid = curfluid;
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A_SoundVolume(CHAN_VOICE,(players[consoleplayer].camera==target)?1.:0.);
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}
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}
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// TODO terrain stuff
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Class UTTerrainFX : Actor
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{
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States
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{
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Spawn:
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TNT1 A 1;
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Stop;
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}
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}
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Class UTWaterSplish : UTTerrainFX
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{
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}
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Class UTWaterSplash : UTTerrainFX
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{
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}
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Class UTBloodSplish : UTTerrainFX
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{
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}
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Class UTBloodSplash : UTTerrainFX
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{
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}
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Class UTSlimeSplish : UTTerrainFX
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{
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}
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Class UTSlimeSplash : UTTerrainFX
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{
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}
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Class UTNukageSplish : UTTerrainFX
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{
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}
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Class UTNukageSplash : UTTerrainFX
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{
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}
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Class UTLavaSplish : UTTerrainFX
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{
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}
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Class UTLavaSplash : UTTerrainFX
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{
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}
|
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|
||||
Class UTNitroSplish : UTTerrainFX
|
||||
{
|
||||
}
|
||||
|
||||
Class UTNitroSplash : UTTerrainFX
|
||||
{
|
||||
}
|
||||
|
||||
// these only exist for sound
|
||||
// female classes have identical sounds, so they use the same soundclass here
|
||||
Class UTPlayerTMale1 : UTPlayer
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue