Oh boy, here comes another big one.
Notable changes since last commit are the full implementation of the automag and asmd. Also the Translator is now fully functional. Fonts have been restructured to a neater format. There have also been other random changes I don't have the time to document in detail.
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1892 changed files with 5151 additions and 416 deletions
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@ -42,12 +42,8 @@ Class UFlakAmmo : UFlakBox
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}
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}
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Class UFlakCannon : UTWeapon
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Class UFlakCannon : UnrealWeapon
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{
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override void PlayUpSound( Actor origin )
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{
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origin.A_PlaySound(upsound,CHAN_WEAPON,Dampener.Active(origin)?.1:1.);
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}
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action void A_Loading( bool first = false )
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{
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if ( first ) A_PlaySound("flak/load",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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@ -63,6 +59,7 @@ Class UFlakCannon : UTWeapon
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A_Overlay(PSP_FLASH,"Flash");
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A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
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A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(48,255,96,0),1);
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UTMainHandler.DoSwing(self,(FRandom[Flak](-0.3,-0.8),FRandom[Flak](-0.5,0.5)),4,-1.5,2,SWING_Spring,2,2);
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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@ -75,9 +72,10 @@ Class UFlakCannon : UTWeapon
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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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A_PlaySound("flak/altfire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
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A_Overlay(PSP_FLASH,"AltFlash");
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A_Overlay(PSP_FLASH,"Flash");
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A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
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A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(32,255,96,0),1);
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UTMainHandler.DoSwing(self,(FRandom[Flak](-0.4,-0.8),FRandom[Flak](0.4,0.8)),4,-1,3,SWING_Spring,3,5);
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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@ -147,10 +145,17 @@ Class UFlakCannon : UTWeapon
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FLD2 F 1 A_Lower(int.max);
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Wait;
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Flash:
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FMUZ A 3 Bright
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{
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let l = Spawn("FlakLight",pos);
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l.target = self;
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}
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Stop;
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/*Flash:
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FLFF ABCDEFGHIJ 1 Bright;
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Stop;
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AltFlash:
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FLFA ABCDEF 1 Bright;
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Stop;
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Stop;*/
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}
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}
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