Whole set of new features:
- Spent mags for Enforcer, Flak Cannon and Pulsegun. - Fixed up bullet casing orientations. - Terrain stuff (WIP).
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29 changed files with 568 additions and 10 deletions
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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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