Completed Chainsaw. Added some extra visual effects. Made various particle effects actor-based.
Removed key replacement classes, turns out this breaks maps.
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72eb6ca8d1
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eb6c8e1c35
190 changed files with 831 additions and 166 deletions
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@ -37,6 +37,47 @@ Class BioAmmo : Ammo
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}
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}
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Class BioSpark : Actor
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{
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Default
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{
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RenderStyle "Add";
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Radius 2;
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Height 0;
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+NOBLOCKMAP;
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+FORCEXYBILLBOARD;
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+MISSILE;
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+MOVEWITHSECTOR;
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+THRUACTORS;
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+ROLLSPRITE;
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+ROLLCENTER;
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+NOTELEPORT;
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BounceType "Doom";
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BounceFactor 0.5;
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WallBounceFactor 0.5;
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Gravity 0.2;
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Scale 0.04;
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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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frame = Random[GES](0,4);
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roll = FRandom[GES](0,360);
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}
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States
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{
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Spawn:
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GBLB # 1 Bright A_FadeOut(FRandom[GES](0.005,0.015));
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Wait;
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Death:
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GBLB # 1 Bright A_FadeOut(FRandom[GES](0.04,0.06));
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Wait;
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Dummy:
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GBLB ABCDE -1;
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Stop;
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}
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}
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Class BioHitbox : Actor
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{
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Default
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@ -174,7 +215,8 @@ Class BioGel : Actor
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[GES](-1,1),FRandom[GES](-1,1),FRandom[GES](-1,1)).unit()*FRandom[GES](1,3);
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A_SpawnParticle("40FF30",SPF_FULLBRIGHT,Random[GES](30,60),FRandom[GES](1.2,2.4),0,0,0,0,pvel.x,pvel.y,pvel.z,0,0,-0.2,3.0);
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let s = Spawn("BioSpark",pos);
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s.vel = pvel;
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}
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}
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if ( deadtimer <= -1 ) return;
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@ -253,7 +295,8 @@ Class BioGel : Actor
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (normal+(FRandom[GES](-.8,.8),FRandom[GES](-.8,.8),FRandom[GES](-.8,.8))).unit()*FRandom[GES](3,6);
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A_SpawnParticle("40FF30",SPF_FULLBRIGHT,Random[GES](30,60),FRandom[GES](1.2,3.6),0,0,0,0,pvel.x,pvel.y,pvel.z,0,0,-0.2,3.0);
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let s = Spawn("BioSpark",pos);
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s.vel = pvel;
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}
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}
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action void A_DropDrip()
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@ -283,7 +326,8 @@ Class BioGel : Actor
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[GES](-1,1),FRandom[GES](-1,1),FRandom[GES](-1,1)).unit()*FRandom[GES](3,12);
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A_SpawnParticle("40FF30",SPF_FULLBRIGHT,Random[GES](30,60),FRandom[GES](2.4,6.4),0,0,0,0,pvel.x,pvel.y,pvel.z,0,0,-0.2,3.0);
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let s = Spawn("BioSpark",pos);
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s.vel = pvel;
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}
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Scale *= 0.5;
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}
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