First round of fixes before the beta release proper.
Corrected various backface culling issues on weapons (rifle, peacemaker, autocannon). Fixed crash with dispersion pistol powerups due to typo. Fixed razorclaw and impaler not temporarily disabling invisibility on melee attack. Fixed rifle being visible with low zoom.
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7 changed files with 18 additions and 8 deletions
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@ -96,10 +96,12 @@ Class Bonesaw : UnrealWeapon
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invoker.special1++;
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if ( invoker.special1 < 5 ) return;
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invoker.special1 = 0;
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invoker.FireEffect();
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for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),5) || TryHit(angle-i*(45./16),5) ) return;
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}
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action void A_Clamp()
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{
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invoker.FireEffect();
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for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),20) || TryHit(angle-i*(45./16),20) ) return;
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}
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Default
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@ -21,7 +21,7 @@ Class WeaponPowerUp : Inventory
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if ( dpis && (dpis.pendingupgrade < 4) )
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{
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dpis.pendingupgrade++;
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if ( toucher.player && ((toucher.player.ReadyWeapon != dpis) || (player.PendingWeapon != WP_NOCHANGE)) )
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if ( toucher.player && ((toucher.player.ReadyWeapon != dpis) || (toucher.player.PendingWeapon != WP_NOCHANGE)) )
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ScriptUtil.SetWeapon(toucher,"DispersionPistol");
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}
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GoAwayAndDie();
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@ -829,6 +829,7 @@ Class Impaler : UnrealWeapon
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}
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action void A_Stab()
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{
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invoker.FireEffect();
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UTMainHandler.DoSwing(self,(FRandom[Impaler](-1,1),FRandom[Impaler](-1,1)),0.3,-0.2,2,SWING_Spring,0,2);
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for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),15) || TryHit(angle-i*(45./16),15) ) return;
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}
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@ -267,7 +267,7 @@ Class URifle : UnrealWeapon
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SRFF ABCDEFGHIJ 2;
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Goto Idle;
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ZoomedFire:
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SRSI A 20 A_RifleFire(true);
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TNT1 A 20 A_RifleFire(true);
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Goto ZoomedIdle;
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AltFire:
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SRFF A 0 A_JumpIf(!sting_rifle,"Zoom");
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@ -285,21 +285,26 @@ Class URifle : UnrealWeapon
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SRFI A 3;
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Goto Idle;
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ZoomedAltFire:
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SRSI A 7 A_RifleFire(true,true);
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SRSI A 0 A_JumpIfNoAmmo("ZoomedAltFireEnd");
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SRSI A 7 A_RifleFire(true,true);
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SRSI A 0 A_JumpIfNoAmmo("ZoomedAltFireEnd");
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SRSI A 7 A_RifleFire(true,true);
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TNT1 A 7 A_RifleFire(true,true);
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TNT1 A 0 A_JumpIfNoAmmo("ZoomedAltFireEnd");
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TNT1 A 7 A_RifleFire(true,true);
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TNT1 A 0 A_JumpIfNoAmmo("ZoomedAltFireEnd");
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TNT1 A 7 A_RifleFire(true,true);
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ZoomedAltFireEnd:
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SRSI A 6;
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TNT1 A 6;
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Goto Idle;
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Reload:
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SRFI A 0 A_JumpIf(invoker.sniperzoom>1.0,"ZoomedReload");
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SRFI A 8 A_ToggleLight();
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Goto Idle;
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ZoomedReload:
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TNT1 A 8 A_ToggleLight();
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Goto Idle;
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Zoom:
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SRSU A 0 A_JumpIf(invoker.sniperzoom>1.0,"ZoomOut");
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SRSU A 0 A_PlaySound("rifle/scopeon",CHAN_ITEM,.5);
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SRSU ABCDEFGHIJKLMN 1;
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SRSI A 0;
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Goto ZoomHold;
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ZoomHold:
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TNT1 A 1
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@ -313,12 +318,14 @@ Class URifle : UnrealWeapon
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ZoomOut:
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SRSD A 0 A_ZoomFactor(invoker.sniperzoom=1.0,ZOOM_INSTANT);
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SRSD A 0 A_PlaySound("rifle/scopeoff",CHAN_ITEM,.5);
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SRSI A 1;
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SRSD ABCDEFGHIJKLMNO 1;
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Goto Idle;
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Deselect:
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SRFD A 0 A_JumpIf(invoker.sniperzoom<=1.0,"Deselect2");
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SRSD A 0 A_ZoomFactor(invoker.sniperzoom=1.0,ZOOM_INSTANT);
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SRSD A 0 A_PlaySound("rifle/scopeoff",CHAN_ITEM,.5);
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SRSI A 1;
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SRSD ABCDEFGHIJKLMNO 1;
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Deselect2:
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SRFD A 0
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