Try to fix player bumping into random things that shouldn't be collidable.
Frantic attempt at preventing desyncs by adding "FloatBobPhase 0" to a lot of actors. Boss brains count towards kills (prevents players from getting an "all kills" bonus without having actually beaten the boss proper).
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parent
9b0c3cc8d0
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793e75a7ed
5 changed files with 21 additions and 3 deletions
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@ -307,6 +307,7 @@ Class SWWMBossBrain : BossBrain
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Radius 20;
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Height 40;
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+NOBLOOD;
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+COUNTKILL;
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}
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States
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{
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@ -421,6 +422,7 @@ Class SWWMSmoke : Actor
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+NOTELEPORT;
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+NOINTERACTION;
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Scale .3;
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FloatBobPhase 0;
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}
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override void PostBeginPlay()
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@ -531,6 +533,7 @@ Class SWWMHalfSmoke : Actor
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+NOTELEPORT;
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+NOINTERACTION;
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Scale 0.3;
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FloatBobPhase 0;
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}
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override void PostBeginPlay()
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{
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@ -656,6 +659,7 @@ Class SWWMBubble : Actor
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+THRUACTORS;
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+NOINTERACTION;
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Scale 0.5;
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FloatBobPhase 0;
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}
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override void PostBeginPlay()
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{
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@ -756,6 +760,7 @@ Class SWWMSpark : Actor
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+NOINTERACTION;
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Gravity 0.2;
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Scale 0.05;
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FloatBobPhase 0;
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}
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override void Tick()
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{
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@ -898,6 +903,7 @@ Class SWWMChip : Actor
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+NOINTERACTION;
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Gravity 0.35;
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Scale 0.2;
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FloatBobPhase 0;
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}
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override void PostBeginPlay()
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{
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@ -1089,6 +1095,7 @@ Class SWWMItemFog : Actor
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+ROLLCENTER;
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+NOINTERACTION;
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+FORCEXYBILLBOARD;
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FloatBobPhase 0;
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}
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States
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{
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@ -1145,6 +1152,7 @@ Class SWWMTeleportSparkle : Actor
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+ROLLCENTER;
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+FORCEXYBILLBOARD;
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+NOINTERACTION;
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FloatBobPhase 0;
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}
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override void Tick()
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{
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@ -1172,6 +1180,7 @@ Class SWWMTeleportFog : Actor
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+FORCEXYBILLBOARD;
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Radius .1;
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Height 0.;
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FloatBobPhase 0;
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}
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override void PostBeginPlay()
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{
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@ -1233,6 +1242,7 @@ Class SWWMPickupFlash : Actor
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+ROLLCENTER;
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+NOINTERACTION;
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+FORCEXYBILLBOARD;
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FloatBobPhase 0;
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}
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override void PostBeginPlay()
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{
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@ -1332,6 +1342,7 @@ Class InvisibleSplasher : Actor
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Radius 2;
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Radius 2;
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+NOBLOCKMAP; // needed to prevent infinite loops with some 3D floor water (yes, you read that right)
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FloatBobPhase 0;
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}
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States
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{
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@ -1476,6 +1487,7 @@ Class SWWMShadow : Actor
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+NOINTERACTION;
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+DONTSPLASH;
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+NOTELEPORT;
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FloatBobPhase 0;
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}
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States
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{
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