1.0.2 Release:
- Relocated crosshairs so UT ones can still be used. - Corrected Item Lore so it mentions the Stunner and Impaler also being enhanced by the Amplifier, in case people haven't noticed. - Fix biorifle/napalm glob splash code like in Doom Tournament.
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parent
08361babe6
commit
efda5e69e5
10 changed files with 39 additions and 44 deletions
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@ -741,36 +741,8 @@ Class UNapalmGlob : UNapalm
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{
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int numsplash;
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override void AlignSelf()
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void SpawnSplash()
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{
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Super.AlignSelf();
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if ( Scale.x > 1 ) numsplash = int(8*Scale.x)-1;
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}
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override void OnDestroy()
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{
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Vector3 ofs = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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while ( numsplash > 0 )
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{
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for ( int i=0; i<2; i++ )
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{
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if ( numsplash-- <= 0 ) return;
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Vector3 dir = (ofs+(FRandom[FlameT](-.8,.8),FRandom[FlameT](-.8,.8),FRandom[FlameT](-.8,.8))).unit();
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A_SetScale(scale.x-0.05);
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let d = Spawn("UNapalmSplash",pos+ofs*4);
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d.target = target;
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d.master = self;
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d.scale *= FRandom[FlameT](0.5,0.7);
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d.angle = atan2(dir.y,dir.x);
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d.pitch = -asin(dir.z);
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d.vel = (cos(d.angle)*cos(d.pitch),sin(d.angle)*cos(d.pitch),-sin(d.pitch))*d.speed*FRandom[FlameT](0.3,0.5)*scale.x;
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d.vel.z -= 2;
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}
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}
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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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if ( isFrozen() ) return;
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Vector3 ofs = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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for ( int i=0; i<2; i++ )
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{
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@ -787,6 +759,23 @@ Class UNapalmGlob : UNapalm
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d.vel.z -= 2;
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}
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}
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override void AlignSelf()
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{
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Super.AlignSelf();
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if ( Scale.x > 1 ) numsplash = int(8*Scale.x)-1;
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SpawnSplash();
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}
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override void OnDestroy()
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{
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Vector3 ofs = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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while ( numsplash > 0 ) SpawnSplash();
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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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if ( isFrozen() ) return;
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SpawnSplash();
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}
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}
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Class UNapalmSplash : UNapalm
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