Fix wacky-ass water physics for projectiles.
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19 changed files with 61 additions and 6 deletions
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@ -2,6 +2,8 @@
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Class SWWMCasing : Actor abstract
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{
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Mixin SWWMMissileFix;
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SWWMCasing prevcasing, nextcasing;
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bool killme;
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int numbounces;
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@ -23,6 +25,7 @@ Class SWWMCasing : Actor abstract
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+ROLLSPRITE;
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+ROLLCENTER;
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+SYNCHRONIZED;
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+CANBOUNCEWATER;
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Mass 1;
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Gravity 0.35;
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BounceType "Hexen";
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@ -51,7 +54,6 @@ Class SWWMCasing : Actor abstract
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if ( killme ) A_FadeOut(.01);
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if ( waterlevel > 0 )
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{
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vel.xy *= .98;
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anglevel *= .98;
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pitchvel *= .98;
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}
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@ -89,6 +91,9 @@ Class SWWMCasing : Actor abstract
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bINTERPOLATEANGLES = false;
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pitch = roll = 0;
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angle = FRandom[Junk](0,360);
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// disappear if we fell into a terrain with floor clip
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if ( GetFloorTerrain().footclip > 0 )
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Destroy();
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}
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Stop;
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}
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@ -82,6 +82,7 @@ Class HellblazerArm : Actor
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+NODAMAGETHRUST;
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+FORCERADIUSDMG;
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-NOGRAVITY;
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+NOFRICTION;
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Gravity 0.35;
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BounceFactor 1.0;
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Radius 4;
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@ -179,6 +180,8 @@ Class HellblazerFlare : SWWMNonInteractiveActor
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// rockets
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Class HellblazerMissile : Actor
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{
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Mixin SWWMMissileFix;
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int deto;
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Actor seektarget;
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Vector3 InitialDir, Acceleration;
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@ -121,6 +121,8 @@ Class EvisceratorChunkTrail : SWWMNonInteractiveActor
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Class EvisceratorChunk : Actor
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{
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Mixin SWWMMissileFix;
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Actor lasthit;
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double anglevel, pitchvel, rollvel;
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double lifetime, lifespeed;
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@ -424,6 +426,8 @@ Class EvisceratorProjLight : PaletteLight
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Class EvisceratorProj : Actor
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{
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Mixin SWWMMissileFix;
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double heat;
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Vector3 startpos;
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Default
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@ -220,6 +220,7 @@ Class YnykronImpactArm : Actor
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+NODAMAGETHRUST;
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+FORCERADIUSDMG;
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-NOGRAVITY;
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+NOFRICTION;
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Gravity 0.35;
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BounceFactor 1.0;
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Radius 2;
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@ -1927,6 +1928,7 @@ Class YnykronSingularityExplosionArm : Actor
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+NODAMAGETHRUST;
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+FORCERADIUSDMG;
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-NOGRAVITY;
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+NOFRICTION;
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Gravity 0.35;
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BounceFactor 1.0;
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Radius 2;
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@ -17,6 +17,7 @@ Class AirBullet : FastProjectile
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+FORCERADIUSDMG;
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+NODAMAGETHRUST;
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+RIPPER;
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+NOFRICTION;
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}
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override void PostBeginPlay()
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{
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@ -372,6 +372,7 @@ Class BigBiospark : Actor
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+BOUNCEONFLOORS;
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+BOUNCEONCEILINGS;
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+CANBOUNCEWATER;
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+NOFRICTION;
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}
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States
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{
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@ -408,6 +409,7 @@ Class BiosparkBall : Actor
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+NODAMAGETHRUST;
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+EXPLODEONWATER;
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+FORCEXYBILLBOARD;
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+NOFRICTION;
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}
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override void PostBeginPlay()
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{
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@ -1574,6 +1576,8 @@ Class BiosparkSpark : SWWMNonInteractiveActor
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Class BiosparkCore : Actor
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{
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Mixin SWWMMissileFix;
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Vector3 oldvel;
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double anglevel, pitchvel, rollvel;
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@ -45,6 +45,7 @@ Class ExplodiumMagArm : Actor
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+NODAMAGETHRUST;
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+FORCERADIUSDMG;
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-NOGRAVITY;
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+NOFRICTION;
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Gravity 0.35;
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BounceFactor 1.0;
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Radius 2;
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@ -102,6 +103,8 @@ Class ExplodiumMagTrail : SWWMNonInteractiveActor
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Class ExplodiumMagProj : Actor
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{
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Mixin SWWMMissileFix;
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double pitchvel, anglevel;
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Vector3 cvel;
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@ -325,6 +325,7 @@ Class CandyMagArm : Actor
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+FORCERADIUSDMG;
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-NOGRAVITY;
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+FOILINVUL;
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+NOFRICTION;
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Gravity 0.35;
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BounceFactor 1.0;
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Radius 2;
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@ -463,6 +464,8 @@ Class CandyMagArmBig : CandyMagArm
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Class CandyGunProj : Actor
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{
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Mixin SWWMMissileFix;
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double pitchvel, anglevel;
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Vector3 cvel;
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@ -600,6 +603,8 @@ Class CandyGunProj : Actor
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Class CandyMagProj : Actor
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{
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Mixin SWWMMissileFix;
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double pitchvel, anglevel;
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Vector3 cvel;
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