Bump zscript ver to 4.14.1, plus a whole lot of stuff.
- Try to get rid of all implicit casts from string to name, color or class. - Use FindClass where needed. - Used a map in a case where a dictionary was unneeded. - Use new bounce flags where needed. - Replace Legacy of Rust weapons/ammo.
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128 changed files with 3074 additions and 3088 deletions
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@ -66,27 +66,27 @@ extend Class SWWMHandler
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Vector3 b1, b2;
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b1 = pos-(a.radius,a.radius,0);
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b2 = pos+(a.radius,a.radius,a.height);
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DrawWorldLine(e,(b1.x,b1.y,b1.z),(b1.x,b2.y,b1.z),"White");
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DrawWorldLine(e,(b1.x,b2.y,b1.z),(b2.x,b2.y,b1.z),"White");
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DrawWorldLine(e,(b2.x,b2.y,b1.z),(b2.x,b1.y,b1.z),"White");
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DrawWorldLine(e,(b2.x,b1.y,b1.z),(b1.x,b1.y,b1.z),"White");
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DrawWorldLine(e,(b1.x,b1.y,b2.z),(b1.x,b2.y,b2.z),"White");
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DrawWorldLine(e,(b1.x,b2.y,b2.z),(b2.x,b2.y,b2.z),"White");
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DrawWorldLine(e,(b2.x,b2.y,b2.z),(b2.x,b1.y,b2.z),"White");
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DrawWorldLine(e,(b2.x,b1.y,b2.z),(b1.x,b1.y,b2.z),"White");
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DrawWorldLine(e,(b1.x,b1.y,b1.z),(b1.x,b1.y,b2.z),"White");
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DrawWorldLine(e,(b2.x,b1.y,b1.z),(b2.x,b1.y,b2.z),"White");
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DrawWorldLine(e,(b1.x,b2.y,b1.z),(b1.x,b2.y,b2.z),"White");
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DrawWorldLine(e,(b2.x,b2.y,b1.z),(b2.x,b2.y,b2.z),"White");
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DrawWorldLine(e,(b1.x,b1.y,b1.z),(b1.x,b2.y,b1.z),0xFFFFFFFF);
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DrawWorldLine(e,(b1.x,b2.y,b1.z),(b2.x,b2.y,b1.z),0xFFFFFFFF);
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DrawWorldLine(e,(b2.x,b2.y,b1.z),(b2.x,b1.y,b1.z),0xFFFFFFFF);
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DrawWorldLine(e,(b2.x,b1.y,b1.z),(b1.x,b1.y,b1.z),0xFFFFFFFF);
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DrawWorldLine(e,(b1.x,b1.y,b2.z),(b1.x,b2.y,b2.z),0xFFFFFFFF);
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DrawWorldLine(e,(b1.x,b2.y,b2.z),(b2.x,b2.y,b2.z),0xFFFFFFFF);
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DrawWorldLine(e,(b2.x,b2.y,b2.z),(b2.x,b1.y,b2.z),0xFFFFFFFF);
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DrawWorldLine(e,(b2.x,b1.y,b2.z),(b1.x,b1.y,b2.z),0xFFFFFFFF);
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DrawWorldLine(e,(b1.x,b1.y,b1.z),(b1.x,b1.y,b2.z),0xFFFFFFFF);
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DrawWorldLine(e,(b2.x,b1.y,b1.z),(b2.x,b1.y,b2.z),0xFFFFFFFF);
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DrawWorldLine(e,(b1.x,b2.y,b1.z),(b1.x,b2.y,b2.z),0xFFFFFFFF);
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DrawWorldLine(e,(b2.x,b2.y,b1.z),(b2.x,b2.y,b2.z),0xFFFFFFFF);
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}
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let [x, y, z] = SWWMUtility.GetAxes(a.angle,a.pitch,a.roll);
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DrawWorldLine(e,pos,pos+x*16,"Red");
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DrawWorldLine(e,pos,pos+y*16,"Green");
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DrawWorldLine(e,pos,pos+z*16,"Blue");
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if ( a.vel != (0,0,0) ) DrawWorldLine(e,pos,pos+a.vel*GameTicRate,"Yellow");
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if ( a.target ) DrawWorldLine(e,pos,SWWMUtility.LerpVector3(a.target.prev,a.target.pos,e.FracTic),"Gold");
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if ( a.tracer ) DrawWorldLine(e,pos,SWWMUtility.LerpVector3(a.tracer.prev,a.tracer.pos,e.FracTic),"Orange");
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if ( a.master ) DrawWorldLine(e,pos,SWWMUtility.LerpVector3(a.master.prev,a.master.pos,e.FracTic),"Purple");
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DrawWorldLine(e,pos,pos+x*16,0xFFFF0000);
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DrawWorldLine(e,pos,pos+y*16,0xFF00FF00);
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DrawWorldLine(e,pos,pos+z*16,0xFF0000FF);
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if ( a.vel != (0,0,0) ) DrawWorldLine(e,pos,pos+a.vel*GameTicRate,0xFFFFFF00);
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if ( a.target ) DrawWorldLine(e,pos,SWWMUtility.LerpVector3(a.target.prev,a.target.pos,e.FracTic),0xFFFFA000);
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if ( a.tracer ) DrawWorldLine(e,pos,SWWMUtility.LerpVector3(a.tracer.prev,a.tracer.pos,e.FracTic),0xFFFF8000);
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if ( a.master ) DrawWorldLine(e,pos,SWWMUtility.LerpVector3(a.master.prev,a.master.pos,e.FracTic),0xFF8000FF);
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double hdiff = a.Height/2;
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if ( a.bFLOATBOB ) hdiff += a.GetBobOffset();
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Vector3 ndc = SWWMUtility.ProjectPoint(projdata,e.viewpos+level.Vec3Diff(e.viewpos,pos+(0,0,hdiff)));
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