Oh boy, it begins.
Assigned all pickup models. Implemented all ammo types. Finished Flak Cannon. Additional cleanup. Slot reassignments and other adjustments to match known Unreal prototype info.
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4bf3704b7b
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912cad96c5
71 changed files with 1949 additions and 73 deletions
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@ -290,20 +290,25 @@ Class ViewASMDSpark : ShockSpark
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Class ASMDHitbox : ShockHitbox
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{
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Default
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override void Tick()
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{
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Health 1;
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+SHOOTABLE;
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+NOBLOOD;
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}
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override void Die( Actor source, Actor inflictor, int dmgflags, Name MeansOfDeath )
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{
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if ( target && target.InStateSequence(target.CurState,target.FindState("Spawn")) )
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Super.Tick();
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if ( !target ) return;
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let t = ThinkerIterator.Create("ASMDHitbox");
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Actor a;
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while ( a = Actor(t.Next()) )
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{
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target.bAMBUSH = true;
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target.ExplodeMissile();
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if ( (a == self) || !(a is 'ASMDHitbox') || a.bAMBUSH || (Distance3D(a) > radius*2) ) continue;
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a.bAMBUSH = true;
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if ( a.target && a.target.InStateSequence(a.target.CurState,a.target.FindState("Spawn")) )
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a.target.ExplodeMissile();
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if ( !bAMBUSH )
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{
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bAMBUSH = true;
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if ( target && target.InStateSequence(target.CurState,target.FindState("Spawn")) )
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target.ExplodeMissile();
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}
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}
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Super.Die(source,inflictor,dmgflags,MeansOfDeath);
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}
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}
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@ -534,6 +539,8 @@ Class ASMDBeam : Actor
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UTMainHandler.DoSwing(target,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),10,-2,3,SWING_Spring,3,6);
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}
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let b = t.Results.HitActor.target;
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b.bAMBUSH = true;
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b.ExplodeMissile();
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b.pitch = 90;
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b.angle = 0;
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b.roll = 0;
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