Reduced spread of grenades. Increased size of rocket trail (looks a bit closer to UT now). Increased radius of single bullet pickup, might have been too small for collision to work properly.
314 lines
6.9 KiB
Text
314 lines
6.9 KiB
Text
Class RipperAmmo : Ammo
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{
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Default
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{
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Tag "Razor Blades";
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Inventory.PickupMessage "You picked up Razor Blades.";
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Inventory.Amount 25;
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Inventory.MaxAmount 75;
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Ammo.BackpackAmount 50;
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Ammo.BackpackMaxAmount 75;
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Ammo.DropAmount 10;
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Radius 4;
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Height 21;
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}
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States
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{
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Spawn:
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BHOP A -1;
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Stop;
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}
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}
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Class Razor2Trail : Actor
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{
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Default
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{
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RenderStyle "Add";
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+NOGRAVITY;
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+NOCLIP;
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+DONTSPLASH;
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+NOTELEPORT;
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Radius 0.1;
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Height 0;
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}
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override void Tick()
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{
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if ( !target || target.InStateSequence(target.CurState,target.ResolveState("Death")) )
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{
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Destroy();
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return;
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}
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SetOrigin(target.pos,true);
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A_SetAngle(target.angle,SPF_INTERPOLATE);
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A_SetPitch(target.pitch,SPF_INTERPOLATE);
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A_SetRoll(target.roll,SPF_INTERPOLATE);
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alpha = target.vel.length()/target.speed;
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}
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States
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{
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Spawn:
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RAZB A -1 Bright;
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Stop;
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}
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}
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Class Razor2 : Actor
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{
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Default
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{
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Radius 2;
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Height 2;
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Speed 50;
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DamageFunction Random[Ripper](20,30);
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DamageType "Ripper";
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Obituary "%k ripped a chunk of meat out of %o with the Ripper.";
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BounceType "Doom";
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BounceCount 7;
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BounceFactor 1.0;
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WallBounceFactor 1.0;
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PROJECTILE;
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+USEBOUNCESTATE;
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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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let t = Spawn("Razor2Trail",pos);
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t.target = self;
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A_PlaySound("ripper/hum",CHAN_VOICE,1.0,true,3.0);
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Vector3 dir = vel.unit();
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A_SetAngle(atan2(dir.y,dir.x));
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A_SetPitch(asin(-dir.z));
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}
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override int SpecialMissileHit( Actor victim )
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{
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if ( pos.z > victim.pos.z+victim.height*0.8 ) DamageType = 'Decapitated';
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return -1;
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}
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override int DoSpecialDamage( Actor target, int damage, Name damagetype )
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{
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if ( pos.z > target.pos.z+target.height*0.8 ) damage *= 2;
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if ( !target.bNOBLOOD )
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{
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target.SpawnBlood(pos,AngleTo(target),damage);
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A_PlaySound("ripper/flesh");
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A_AlertMonsters();
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}
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return damage;
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}
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action void A_RazorHit()
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{
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A_PlaySound("ripper/hit");
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A_AlertMonsters();
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A_SprayDecal("WallCrack",-20);
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int numpt = Random[Ripper](5,10);
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Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (-x+(FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8))).unit()*FRandom[Ripper](0.1,1.2);
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let s = Spawn("UTSmoke",pos);
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s.vel = pvel;
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s.SetShade(Color(1,1,1)*Random[Ripper](128,192));
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}
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numpt = Random[Ripper](4,12);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
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let s = Spawn("UTSpark",pos);
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s.vel = pvel;
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}
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numpt = Random[Ripper](4,8);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
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let s = Spawn("UTChip",pos);
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s.vel = pvel;
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}
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}
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States
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{
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Spawn:
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RAZB A -1;
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Stop;
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Bounce:
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RAZB A 0
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{
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Vector3 dir = vel.unit();
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A_SetAngle(atan2(dir.y,dir.x));
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A_SetPitch(asin(-dir.z));
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A_RazorHit();
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}
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Goto Spawn;
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Death:
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TNT1 A 0
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{
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angle += 180;
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pitch *= -1;
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A_RazorHit();
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}
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XDeath:
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TNT1 A 1 A_StopSound(CHAN_VOICE);
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Stop;
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}
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}
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Class Razor2AltLight : DynamicLight
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{
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double lifetime;
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Default
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{
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DynamicLight.Type "Point";
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Args 255,240,224,90;
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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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lifetime = 1.0;
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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 ( globalfreeze || level.frozen ) return;
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args[LIGHT_RED] = 255*lifetime;
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args[LIGHT_GREEN] = 240*lifetime;
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args[LIGHT_BLUE] = 224*lifetime;
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lifetime -= 0.05;
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if ( lifetime <= 0 ) Destroy();
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}
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}
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Class Razor2Alt : Razor2
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{
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Default
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{
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DamageFunction Random[Ripper](25,34);
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DamageType "RipperAltDealth";
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BounceType "None";
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}
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action void A_RazorExplode()
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{
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A_SetRenderStyle(1.0,STYLE_Add);
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bFORCEXYBILLBOARD = true;
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Scale *= 0.65;
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A_StopSound(CHAN_VOICE);
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A_PlaySound("ripper/althit");
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Spawn("Razor2AltLight",pos);
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A_AlertMonsters();
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A_SprayDecal("RazorBlast",20);
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A_Explode(Random[Ripper](20,34),120);
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A_QuakeEx(3,3,3,10,0,180,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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int numpt = Random[Ripper](10,20);
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Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (-x+(FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8))).unit()*FRandom[Ripper](0.1,1.2);
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let s = Spawn("UTSmoke",pos);
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s.vel = pvel;
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s.SetShade(Color(1,1,1)*Random[Ripper](128,192));
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}
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numpt = Random[Ripper](8,16);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
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let s = Spawn("UTSpark",pos);
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s.vel = pvel;
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}
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numpt = Random[Ripper](8,12);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
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let s = Spawn("UTChip",pos);
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s.vel = pvel;
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}
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}
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override int DoSpecialDamage( Actor target, int damage, Name damagetype )
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{
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return damage;
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}
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States
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{
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Death:
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XDeath:
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TNT1 A 0 A_RazorExplode();
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REXP ABCDEFG 2 Bright;
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Stop;
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}
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}
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Class Ripper2 : UTWeapon
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{
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Default
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{
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Tag "Ripper";
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Inventory.PickupMessage "You got the Ripper.";
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Weapon.UpSound "ripper/select";
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Weapon.SlotNumber 6;
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Weapon.SelectionOrder 4;
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Weapon.AmmoType "RipperAmmo";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "RipperAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 15;
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Radius 20;
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Height 16;
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UTWeapon.DroppedHeight 16;
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}
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action void A_RazorFire( bool alt = false )
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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if ( alt ) A_PlaySound("ripper/altfire",CHAN_WEAPON);
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else A_PlaySound("ripper/fire",CHAN_WEAPON);
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(8,0,255,255),1);
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A_AlertMonsters();
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if ( alt ) A_QuakeEx(3,3,3,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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else A_QuakeEx(2,2,2,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
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Vector3 x, y, z;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-7.0*z;
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Actor p;
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if ( alt ) p = Spawn("Razor2Alt",origin);
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else p = Spawn("Razor2",origin);
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p.angle = angle;
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p.pitch = BulletSlope();
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p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
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p.target = self;
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}
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States
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{
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Spawn:
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RZRP A -1;
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Stop;
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RZRP B -1;
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Stop;
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Select:
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RZRS A 1 A_Raise(int.max);
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Wait;
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Ready:
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RZRS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE);
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RZS2 ABCD 1 A_WeaponReady(WRF_NOFIRE);
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Idle:
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RZRI ABCDEFGHIJKLMNOPQRS 2
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{
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A_CheckReload();
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A_WeaponReady();
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}
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Loop;
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Fire:
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RZRF A 0 A_RazorFire();
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RZRF ABCDEFGHIJKLMNO 1;
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Goto Idle;
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AltFire:
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RZRF A 0 A_RazorFire(true);
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RZRF ABCDEFG 3;
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RZRF HIJKLMNO 1;
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Goto Idle;
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Deselect:
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RZRD ABCDEF 2;
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RZRD F 1 A_Lower(int.max);
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Wait;
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}
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}
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