Moved beta UDamage to an add-on.
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9fe1ce2413
commit
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10 changed files with 2 additions and 44 deletions
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@ -1,6 +1,5 @@
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user int flak_protomenu = 0;
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user bool flak_showmenu = true;
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server bool flak_betaudamage = false;
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server bool flak_pulsereload = false;
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server bool flak_enforcerreload = false;
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user bool flak_redeemerreadout = true;
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@ -254,14 +254,6 @@ HardwareShader Texture "models/jinvis.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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}
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/*Brightmap Texture "models/Judamage1.png"
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{
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Map "brightmaps/Judamage1.png"
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}*/
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HardwareShader Texture "models/Judamage1.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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}
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/*Brightmap Texture "models/Jlboot2.png"
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{
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Map "brightmaps/Jlboot2.png"
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@ -1,8 +1,3 @@
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OptionValue "BetaToggle"
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{
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0, "Normal"
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1, "Beta"
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}
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OptionValue "BetaToggleMenu"
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{
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0, "Normal"
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@ -24,9 +19,6 @@ OptionMenu "UTOptionMenu"
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Option "Menu Type", "flak_protomenu", "BetaToggleMenu"
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Command "Apply Changes", "event refreshmenu"
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StaticText " "
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StaticText "Item Options", "Gold"
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Option "UDamage Style", "flak_betaudamage", "BetaToggle"
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StaticText " "
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StaticText "Weapon Options", "Gold"
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Option "Enforcer Reloading", "flak_enforcerreload", "YesNo"
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Option "Pulsegun Reloading", "flak_pulsereload", "YesNo"
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@ -155,17 +155,6 @@ Model "UDamage"
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FrameIndex UDAM A 0 0
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}
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Model "UDamage"
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{
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Path "models"
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Model 1 "UDamageB_d.3d"
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Skin 1 "Judamage1.png"
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Scale 0.16 0.16 0.192
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ZOffset 24
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ROTATING
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FrameIndex UDAM B 1 0
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}
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Model "UTRedSkull"
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{
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@ -135,7 +135,6 @@ Sprite "THIGA0",1,1{}
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Sprite "UARMA0",1,1{}
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Sprite "BELTA0",1,1{}
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Sprite "UDAMA0",1,1{}
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Sprite "UDAMB0",1,1{}
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Sprite "BPAKA0",1,1{}
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Sprite "INVSA0",1,1{}
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Sprite "TRNSA0",1,1{}
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@ -13,24 +13,11 @@ Class UDamage : PowerupGiver replaces Berserk
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Inventory.PickupSound "udamage/pickup";
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Inventory.RespawnTics 4200;
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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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A_CheckSkin();
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}
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action void A_CheckSkin()
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{
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bool isbeta = CVar.GetCVar('flak_betaudamage').GetBool();
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if ( isbeta && (CurState == ResolveState("Spawn")) ) SetState(ResolveState("Spawn")+1);
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else if ( !isbeta && (CurState == ResolveState("Spawn")+1) ) SetState(ResolveState("Spawn"));
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}
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States
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{
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Spawn:
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UDAM A 5 A_CheckSkin();
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Loop;
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UDAM B 5 A_CheckSkin();
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Loop;
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UDAM A -1;
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Stop;
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}
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}
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