Release Candidate 4 (may be final):
- Spent mags for Automag, Flak Cannon and Demolisher (needs updated DT). - Betamag defaults to both having the 0.83 skin, other options put on add-ons. - Adjustments to bullet casings. - Fixed flames producing water splashes. - Fixed female models having male gibs. - Corrected ASMD ball hit behavior to match Unreal. - Added bubble trail to Stinger when underwater.
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32698cf0e4
commit
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25 changed files with 182 additions and 21 deletions
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@ -229,6 +229,30 @@ Class BigCasing : UTCasing
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}
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}
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// hambagah?
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Class BigMag : UTCasing
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{
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Default
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{
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BounceSound "big/bounce"; // much heavier sound
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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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heat = 0.;
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}
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States
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{
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Death:
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PCAS A -1
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{
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pitch = clamp(Normalize180(pitch),-5,5);
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angle = FRandom[Junk](0,360);
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}
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Stop;
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}
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}
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Class BigGun : UnrealWeapon
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{
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int ClipCount;
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@ -536,7 +560,18 @@ Class BigGun : UnrealWeapon
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A_PlaySound("big/punch",CHAN_WEAPON,Dampener.Active(self)?.3:1.);
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if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();
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}
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BIGR NOPQRSTUVWXYZ[\] 2;
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BIGR NOPQRSTUVW 2;
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BIGR X 2
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{
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Vector3 x, y, z, origin;
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[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*5.-z*9.);
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let c = Spawn("BigMag",origin);
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c.angle = angle;
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c.pitch = pitch;
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c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2);
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}
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BIGR YZ[\] 2;
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BIR2 ABCDEF 2;
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BIR2 G 2
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{
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