1.0.5 hotfix 1:
- Various fixes for the Combined Patch. - Some safeguards for force field and sentries so they don't bug the hell out if receiving crushing or ice damage.
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826485d4a3
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14 changed files with 111 additions and 56 deletions
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@ -58,9 +58,9 @@ Class RazorBlade : Actor
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if ( special1 > 0 )
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{
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vel *= 1.+.06+special1;
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A_PlaySound("ripper/hum",CHAN_VOICE,1.0,true,3.0,pitch:3.125+special1*.2);
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A_PlaySound("razorjack/hum",CHAN_VOICE,1.0,true,3.0,pitch:3.125+special1*.2);
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}
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else A_PlaySound("ripper/hum",CHAN_VOICE,1.0,true,3.0,pitch:3.125);
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else A_PlaySound("razorjack/hum",CHAN_VOICE,1.0,true,3.0,pitch:3.125);
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Vector3 dir = vel.unit();
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A_SetAngle(atan2(dir.y,dir.x));
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A_SetPitch(asin(-dir.z));
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@ -79,7 +79,7 @@ Class RazorBlade : Actor
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if ( !target.bNOBLOOD )
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{
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target.SpawnBlood(pos,AngleTo(target),damage);
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A_PlaySound("ripper/flesh");
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A_PlaySound("razorjack/flesh");
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A_AlertMonsters();
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}
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UTMainHandler.DoKnockback(target,vel.unit(),15000);
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@ -120,7 +120,7 @@ Class RazorBlade : Actor
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}
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action void A_RazorHit()
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{
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A_PlaySound("ripper/hit");
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A_PlaySound("razorjack/hit");
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A_AlertMonsters();
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A_SprayDecal("WallCrack",-20);
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int numpt = Random[Ripper](5,10);
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@ -240,7 +240,7 @@ Class Razorjack : UnrealWeapon
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayAttacking3();
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A_PlaySound("ripper/fire",CHAN_WEAPON,pitch:bAlt?1.:(1.+invoker.special1*.1));
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A_PlaySound("razorjack/fire",CHAN_WEAPON,pitch:bAlt?1.:(1.+invoker.special1*.1));
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(16,255,0,255),1);
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A_AlertMonsters();
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@ -269,7 +269,7 @@ Class Razorjack : UnrealWeapon
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{
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Tag "$T_RAZORJACK";
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Inventory.PickupMessage "$I_RAZORJACK";
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Weapon.UpSound "ripper/select";
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Weapon.UpSound "razorjack/select";
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Weapon.SlotNumber 7;
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Weapon.SelectionOrder 1500;
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Weapon.SlotPriority 1;
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