A_AttachLight and friends are too performance intensive. Fall back to just spawning light actors.
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bd6c799988
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64ab1c6633
6 changed files with 130 additions and 77 deletions
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@ -19,10 +19,30 @@ Class FlameAmmo : Ammo
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}
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}
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Class OnFireLight : DynamicLight
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{
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OnFire of;
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override void Tick()
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{
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Super.Tick();
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if ( !of || !of.victim )
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{
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Destroy();
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return;
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}
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Args[0] = clamp(of.Amount*4,0,255);
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Args[1] = clamp(of.Amount*2,0,128);
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Args[3] = int(max(of.victim.radius,of.victim.height))+60+clamp(of.amount/8,0,80);
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SetOrigin(of.Victim.Vec3Offset(0,0,of.Victim.Height/2),true);
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}
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}
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Class OnFire : Thinker
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{
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Actor victim, instigator;
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int amount, cnt;
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Actor victim, instigator, lite;
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int amount, cnt, delay;
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bool forcespread;
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override void Tick()
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{
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@ -33,16 +53,14 @@ Class OnFire : Thinker
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}
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if ( victim.waterlevel > 0 )
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{
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victim.A_RemoveLight('OnFireLight');
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amount -= victim.waterlevel**2;
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if ( lite ) lite.Destroy();
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amount -= int(victim.waterlevel**2);
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}
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else victim.A_AttachLight('OnFireLight',DynamicLight.RandomFlickerLight,Color(4,2,0)*clamp(amount,0,63),int(max(victim.radius,victim.height))+60+min(amount/4,40),int(max(victim.radius,victim.height))+60+min(amount/4,40)+8,DynamicLight.LF_ATTENUATE,(0,0,victim.height/2),0.1);
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if ( victim.Health <= 0 ) amount = min(amount,100);
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if ( !(level.maptime%3) )
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amount -= ((victim.Health>0)?1:2);
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if ( amount < -10 )
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{
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victim.A_RemoveLight('OnFireLight');
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Destroy();
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return;
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}
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@ -52,13 +70,14 @@ Class OnFire : Thinker
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{
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cnt = 10;
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if ( victim.bSHOOTABLE && (victim.Health > 0) )
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victim.DamageMobj(instigator.FindInventory("UFlamethrower"),instigator,max(1,amount*(victim.bBOSS?0.05:0.15)),'Fire',DMG_THRUSTLESS);
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victim.DamageMobj(instigator.FindInventory("UFlamethrower"),instigator,max(1,int(amount*(victim.bBOSS?0.05:0.15))),'Fire',DMG_THRUSTLESS);
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if ( !victim )
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{
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Destroy();
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return;
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}
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}
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if ( delay > 0 ) delay--;
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if ( level.maptime%5 ) return;
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int numpt = clamp(int(Random[FlameT](2,4)*amount*0.02),1,4);
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double mult = max(victim.radius,victim.height)/30.;
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@ -71,12 +90,21 @@ Class OnFire : Thinker
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let c = victim.Spawn("UFlameTrail",pos);
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c.scale *= max(1.,mult*0.35);
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c.vel = victim.vel*0.5+(cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(pt))*FRandom[FlameT](.5,2);
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c.master = instigator;
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c.tracer = victim;
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}
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if ( !sting_flametspread && !forcespread ) return;
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// spread to nearby actors
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let bt = BlockThingsIterator.Create(victim);
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while ( bt.Next() )
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{
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let t = bt.Thing;
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if ( !t || !t.bSHOOTABLE || (t.Health <= 0) || (t == victim) || ((t == instigator) && (delay > 0)) || (victim.Distance3D(t) > victim.radius+t.radius+20) || !victim.CheckSight(t) ) continue;
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int amt = max(1,amount/10);
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if ( IsOnFire(t) ) amt = min(5,amt);
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Apply(t,instigator,amt);
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}
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}
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static void Apply( Actor victim, Actor instigator, int amount )
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static void Apply( Actor victim, Actor instigator, int amount, bool forcespread = false, int delay = 0 )
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{
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if ( amount <= 0 ) return;
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if ( victim is 'ShredCorpseHitbox' ) return;
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@ -96,6 +124,11 @@ Class OnFire : Thinker
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t.instigator = instigator;
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t.amount = amount;
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t.cnt = 1;
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// for napalm gel
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t.forcespread = forcespread;
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t.delay = delay;
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t.lite = Actor.Spawn("OnFireLight",victim.pos);
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OnFireLight(t.lite).of = t;
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}
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static bool IsOnFire( Actor victim )
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@ -134,58 +167,20 @@ Class UFlameLight : PaletteLight
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SetOrigin(target.pos,true);
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}
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}
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Class UFlameTrailLight : PaletteLight
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{
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Default
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{
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Tag "Ampd";
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Args 0,0,0,80;
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ReactionTime 20;
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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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Args[0] /= 9;
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Args[1] /= 9;
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Args[2] /= 9;
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if ( !target || (target.waterlevel > 0) )
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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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}
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}
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Class UFlame : Actor
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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 l = Spawn("UFlameLight",pos);
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l.target = self;
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if ( waterlevel <= 0 )
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{
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let l = Spawn("UFlameLight",pos);
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l.target = self;
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}
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Scale.x *= RandomPick[ExploS](-1,1);
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Scale.y *= RandomPick[ExploS](-1,1);
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}
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bool TraceCheck( Actor other )
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{
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Vector3 to;
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double len;
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FLineTraceData d;
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to = level.Vec3Diff(pos,other.pos);
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len = to.length();
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to /= len;
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if ( !LineTrace(atan2(to.y,to.x),len,asin(-to.z),TRF_THRUACTORS) ) return true;
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to = level.Vec3Diff(pos,other.Vec3Offset(0,0,other.height/2));
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len = to.length();
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to /= len;
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if ( !LineTrace(atan2(to.y,to.x),len,asin(-to.z),TRF_THRUACTORS) ) return true;
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to = level.Vec3Diff(pos,other.Vec3Offset(0,0,other.height));
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len = to.length();
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to /= len;
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if ( !LineTrace(atan2(to.y,to.x),len,asin(-to.z),TRF_THRUACTORS) ) return true;
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return false;
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}
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action void A_Flame()
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{
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if ( waterlevel > 0 )
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@ -204,17 +199,15 @@ Class UFlame : Actor
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s.alpha *= 0.4;
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s.scale *= 2.5;
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}
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if ( bAMBUSH && !sting_flametspread ) return;
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if ( Random[FlameT](0,int(12*(0.4-alpha))) ) return;
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double rad = bAMBUSH?10:60;
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if ( !bAMBUSH ) rad += 90*(0.4-alpha);
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let bt = BlockThingsIterator.Create(self,rad+200);
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if ( bAMBUSH ) return;
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if ( Random[FlameT](0,int(12*(0.5-alpha))) ) return;
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double rad = 60+80*int(0.4-alpha);
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let bt = BlockThingsIterator.Create(self,rad);
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while ( bt.Next() )
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{
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let t = bt.Thing;
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if ( !t || !t.bSHOOTABLE || (t.Health <= 0) || (t == tracer) || (!bAMBUSH && (t == master) && (GetAge() < 6)) || (Distance3D(t) > rad+t.radius) || !invoker.TraceCheck(t) ) continue;
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if ( !t || !t.bSHOOTABLE || (t.Health <= 0) || (t == tracer) || ((t == master) && (GetAge() < 6)) || (Distance3D(t) > rad+t.radius) ) continue;
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int amt = max(1,int(alpha*15));
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if ( bAMBUSH && OnFire.IsOnFire(t) ) amt /= 2;
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OnFire.Apply(t,master,amt);
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}
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}
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@ -293,6 +286,12 @@ Class UFlamethrower : UnrealWeapon
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Owner.A_PlaySound("flamet/down",CHAN_6,Dampener.Active(self)?.1:1.);
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return Super.CreateTossable(amt);
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}
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override void OwnerDied()
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{
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if ( Owner.player && (Owner.player.ReadyWeapon == self) )
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Owner.A_PlaySound("flamet/down",CHAN_6,Dampener.Active(self)?.1:1.);
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Super.OwnerDied();
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}
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override void DoEffect()
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{
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Super.DoEffect();
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@ -334,6 +333,7 @@ Class UFlamethrower : UnrealWeapon
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let weap = Weapon(invoker);
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weap.DepleteAmmo(weap.bAltFire,true,1);
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invoker.count = 0;
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invoker.special1 = 0;
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A_PlaySound("flamet/fire",CHAN_WEAPON,Dampener.Active(self)?.1:1.,true);
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A_Overlay(-9999,"Dummy2");
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}
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