Rifle implemented.
Misc. adjustments to Biorifle and Razorjack.
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3b4642be7c
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11 changed files with 410 additions and 12 deletions
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@ -1263,7 +1263,7 @@ Class UFlashLight1 : DynamicLight
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override void Tick()
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{
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Super.Tick();
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if ( !target || !UnrealInventory(master) )
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if ( !target || !master )
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{
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Destroy();
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return;
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@ -1272,9 +1272,18 @@ Class UFlashLight1 : DynamicLight
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else SetOrigin(target.vec3Offset(0,0,target.height*0.75),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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args[LIGHT_RED] = int(basecolor[0]*clamp(UnrealInventory(master).charge/1400.,0.,1.));
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args[LIGHT_GREEN] = int(basecolor[1]*clamp(UnrealInventory(master).charge/1400.,0.,1.));
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args[LIGHT_BLUE] = int(basecolor[2]*clamp(UnrealInventory(master).charge/1400.,0.,1.));
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if ( UnrealInventory(master) )
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{
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args[LIGHT_RED] = int(basecolor[0]*clamp(UnrealInventory(master).charge/1400.,0.,1.));
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args[LIGHT_GREEN] = int(basecolor[1]*clamp(UnrealInventory(master).charge/1400.,0.,1.));
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args[LIGHT_BLUE] = int(basecolor[2]*clamp(UnrealInventory(master).charge/1400.,0.,1.));
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}
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else
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{
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args[LIGHT_RED] = basecolor[0];
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args[LIGHT_GREEN] = basecolor[1];
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args[LIGHT_BLUE] = basecolor[2];
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}
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bDORMANT = (target.health <= 0);
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if ( Inventory(target) && target.bInvisible ) bDORMANT = true;
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// alert monsters hit by the light
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