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.
This commit is contained in:
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ceae806b68
commit
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128 changed files with 3074 additions and 3088 deletions
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@ -75,7 +75,7 @@ extend Class Demolitionist
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break;
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}
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if ( !addme ) continue;
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let nmi = new("SWWMMagItem");
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let nmi = new('SWWMMagItem');
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nmi.target = self;
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nmi.item = i;
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nmi.next = magitem;
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@ -207,7 +207,7 @@ extend Class Demolitionist
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isAnalogMoving = CVar.GetCVar('swwm_analogmove',player).GetBool();
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UpdateFace();
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UpdateTags();
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if ( !hnd ) hnd = SWWMHandler(EventHandler.Find("SWWMHandler"));
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if ( !hnd ) hnd = SWWMHandler(EventHandler.Find('SWWMHandler'));
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if ( hnd )
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{
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if ( hasteleported ) hnd.SendInterfaceEvent(PlayerNumber(),"swwmsendplayertele");
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@ -221,21 +221,21 @@ extend Class Demolitionist
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}
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if ( !selflight )
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{
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selflight = new("DemolitionistSelfLight");
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selflight = new('DemolitionistSelfLight');
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selflight.ChangeStatNum(STAT_USER);
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selflight.target = self;
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selflight.Tick();
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}
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if ( !myshadow ) myshadow = SWWMShadow.Track(self);
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// double-check that we have these
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if ( !FindInventory("AlmasteelPlating") )
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if ( !FindInventory('AlmasteelPlating') )
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{
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let ap = Inventory(Spawn("AlmasteelPlating"));
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let ap = Inventory(Spawn('AlmasteelPlating'));
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if ( !ap.CallTryPickup(self) ) ap.Destroy();
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}
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if ( !FindInventory("SayaCollar") )
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if ( !FindInventory('SayaCollar') )
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{
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let sc = Inventory(Spawn("SayaCollar"));
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let sc = Inventory(Spawn('SayaCollar'));
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if ( !sc.CallTryPickup(self) ) sc.Destroy();
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}
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// this is why we need mod cvar callbacks
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@ -257,20 +257,20 @@ extend Class Demolitionist
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{
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if ( health > 1000 )
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{
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let spr = DivineSpriteEffect(FindInventory("DivineSpriteEffect"));
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let spr = DivineSpriteEffect(FindInventory('DivineSpriteEffect'));
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if ( !spr || spr.bHealDone )
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A_SetHealth(max(1000,health-10));
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if ( health <= 1000 ) healcooldown = 40;
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}
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else if ( health > 500 )
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{
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if ( !FindInventory("GrilledCheeseSafeguard") && !(healtimer%3) )
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if ( !FindInventory('GrilledCheeseSafeguard') && !(healtimer%3) )
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A_SetHealth(health-1);
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if ( health <= 500 ) healcooldown = 20;
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}
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else if ( health > 200 )
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{
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if ( !FindInventory("RefresherRegen") && !(healtimer%12) )
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if ( !FindInventory('RefresherRegen') && !(healtimer%12) )
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A_SetHealth(health-1);
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}
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healtimer++;
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@ -317,7 +317,7 @@ extend Class Demolitionist
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int numpt = Random[ExploS](-2,2);
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for ( int i=0; i<numpt; i++ )
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{
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let p = Spawn("SWWMBubble",Vec3Offset(FRandom[ExploS](-radius,radius)*.8,FRandom[ExploS](-radius,radius)*.8,FRandom[ExploS](height*.1,height*.9)));
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let p = Spawn('SWWMBubble',Vec3Offset(FRandom[ExploS](-radius,radius)*.8,FRandom[ExploS](-radius,radius)*.8,FRandom[ExploS](height*.1,height*.9)));
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p.scale *= FRandom[ExploS](.02,.2);
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p.vel += vel*.2;
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}
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@ -335,7 +335,7 @@ extend Class Demolitionist
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if ( spd > mystats.topspeed ) mystats.topspeed = spd;
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if ( spd > ((3600*GameTicRate)/32000.) )
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SWWMUtility.AchievementProgress("sanic",int((spd*3600*GameTicRate)/32000.),player);
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bool isdashing = InStateSequence(CurState,FindState("Dash"));
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bool isdashing = InStateSequence(CurState,FindState('Dash'));
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if ( player.onground && !bNoGravity && !lastground )
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{
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// bump down weapon
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@ -343,13 +343,13 @@ extend Class Demolitionist
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BumpView(min(-lastvelz/10.,20));
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if ( lastvelz < -25 )
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{
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let s = Spawn("DemolitionistShockwave",pos);
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let s = Spawn('DemolitionistShockwave',pos);
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s.target = self;
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s.special1 = int(-lastvelz);
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A_AlertMonsters(swwm_uncapalert?0:2500);
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BumpView(15.);
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lastbump *= 1.1;
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if ( FindInventory("RagekitPower") )
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if ( FindInventory('RagekitPower') )
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{
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// stop for just a split second UNLESS bunnyhopping
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if ( !IsRunning() || (level.maptime >= (lastairtic+10)) )
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@ -444,9 +444,9 @@ extend Class Demolitionist
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if ( (lastvelz < -5) || !(level.maptime%5) )
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{
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int realdmg = encroached.DamageMobj(self,self,int((2+max(0,-lastvelz*3))*max(1.,mass/encroached.mass)),'Jump',DMG_THRUSTLESS);
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if ( FindInventory("RagekitPower") )
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if ( FindInventory('RagekitPower') )
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{
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let ps = Spawn("BigPunchSplash",pos);
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let ps = Spawn('BigPunchSplash',pos);
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ps.damagetype = 'Jump';
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ps.target = self;
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ps.special1 = realdmg;
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@ -506,7 +506,7 @@ extend Class Demolitionist
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lastground = player.onground;
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lastvelz = prevvelz;
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prevvelz = vel.z;
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bool isboosting = InStateSequence(CurState,FindState("Boost"));
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bool isboosting = InStateSequence(CurState,FindState('Boost'));
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bNOFRICTION = ((bFly&&!bFlyCheat&&!(player.cheats&CF_NOCLIP2))||isdashing);
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if ( fuelcooldown == 1 ) A_StartSound("demolitionist/fuelregen",CHAN_FUELREGEN,CHANF_LOOP,.35,4.,.5);
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else if ( fuelcooldown > 1 ) A_StopSound(CHAN_FUELREGEN);
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@ -562,7 +562,7 @@ extend Class Demolitionist
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{
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for ( int i=-1; i<=1; i+=2 ) for ( int j=1; j<4; j++ )
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{
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a = Spawn("DashTrail",Vec3Angle(15,angle+i*140,35));
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a = Spawn('DashTrail',Vec3Angle(15,angle+i*140,35));
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a.master = self;
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a.vel = (RotateVector((j,0),angle+i*160),0)-(0,0,1)*j;
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a.vel -= vel*.5;
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@ -574,7 +574,7 @@ extend Class Demolitionist
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Vector3 viewdir = SWWMUtility.Vec3FromAngles(angle,pitch);
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// look for things we could potentially bump into
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bool bumped = false;
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let raging = RagekitPower(FindInventory("RagekitPower"));
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let raging = RagekitPower(FindInventory('RagekitPower'));
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double maxmass = max(mass*spd/40.,200);
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if ( raging ) maxmass *= 2;
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let bt = BlockThingsIterator.Create(self,spd+radius+1024);
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@ -651,7 +651,7 @@ extend Class Demolitionist
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{
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A_StartSound("demolitionist/buttslam",CHAN_DAMAGE,CHANF_OVERLAP,1.,.4);
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if ( swwm_buttsfx ) A_StartSound("demolitionist/buttslamx",CHAN_DAMAGE,CHAN_OVERLAP,1.,.2);
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Spawn("SWWMItemFog",level.Vec3Offset(pos,diff/2));
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Spawn('SWWMItemFog',level.Vec3Offset(pos,diff/2));
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A_QuakeEx(8.,8.,8.,8,0,3000,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:300,rollIntensity:1.);
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mystats.buttslams++;
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lastbump *= .8;
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@ -659,7 +659,7 @@ extend Class Demolitionist
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}
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if ( raging )
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{
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let ps = Spawn("BigPunchSplash",level.Vec3Offset(pos,diff/2));
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let ps = Spawn('BigPunchSplash',level.Vec3Offset(pos,diff/2));
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ps.damagetype = buttslam?'Buttslam':'Dash';
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ps.target = self;
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ps.special1 = dmg;
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@ -687,7 +687,7 @@ extend Class Demolitionist
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if ( raging || swwm_omnibust )
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{
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// see if we can bust it
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let tempme = new("LineTracer"); // gross hack to pass needed data
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let tempme = new('LineTracer'); // gross hack to pass needed data
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int dmg = int(10+spd*3.);
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if ( raging ) dmg *= 8;
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bool buttslam = false;
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@ -705,7 +705,7 @@ extend Class Demolitionist
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// busted through
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if ( raging )
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{
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let ps = Spawn("BigPunchSplash",Vec3Offset(0,0,Height));
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let ps = Spawn('BigPunchSplash',Vec3Offset(0,0,Height));
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ps.damagetype = buttslam?'Buttslam':'Dash';
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ps.target = self;
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ps.special1 = int(10+spd*3.);
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@ -717,7 +717,7 @@ extend Class Demolitionist
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{
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A_StartSound("demolitionist/buttslam",CHAN_DAMAGE,CHANF_OVERLAP,1.,.4);
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if ( swwm_buttsfx ) A_StartSound("demolitionist/buttslamx",CHAN_DAMAGE,CHAN_OVERLAP,1.,.2);
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Spawn("SWWMItemFog",Vec3Offset(0,0,Height));
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Spawn('SWWMItemFog',Vec3Offset(0,0,Height));
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A_QuakeEx(8.,8.,8.,8,0,3000,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:300,rollIntensity:1.);
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mystats.buttslams++;
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lastbump *= .8;
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@ -741,7 +741,7 @@ extend Class Demolitionist
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dashboost *= 0.;
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if ( raging )
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{
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let ps = Spawn("BigPunchSplash",Vec3Offset(0,0,Height));
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let ps = Spawn('BigPunchSplash',Vec3Offset(0,0,Height));
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ps.damagetype = (dir dot viewdir < -3.)?'Buttslam':'Dash';
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ps.target = self;
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ps.special1 = int(10+spd*3.);
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@ -783,7 +783,7 @@ extend Class Demolitionist
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if ( raging || swwm_omnibust )
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{
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// see if we can bust it
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let tempme = new("LineTracer"); // gross hack to pass needed data
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let tempme = new('LineTracer'); // gross hack to pass needed data
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int dmg = int(10+spd*3.);
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if ( raging ) dmg *= 8;
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if ( buttslam ) dmg *= 3;
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@ -805,7 +805,7 @@ extend Class Demolitionist
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// busted through
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if ( raging )
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{
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let ps = Spawn("BigPunchSplash",Vec3Offset(dir.x*radius,dir.y*radius,(tempme.Results.Tier==TIER_UPPER)?Height:(tempme.Results.Tier==TIER_LOWER)?0:(Height/2)));
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let ps = Spawn('BigPunchSplash',Vec3Offset(dir.x*radius,dir.y*radius,(tempme.Results.Tier==TIER_UPPER)?Height:(tempme.Results.Tier==TIER_LOWER)?0:(Height/2)));
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ps.damagetype = buttslam?'Buttslam':'Dash';
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ps.target = self;
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ps.special1 = int(10+spd*3.);
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@ -816,7 +816,7 @@ extend Class Demolitionist
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{
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A_StartSound("demolitionist/buttslam",CHAN_DAMAGE,CHANF_OVERLAP,1.,.4);
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if ( swwm_buttsfx ) A_StartSound("demolitionist/buttslamx",CHAN_DAMAGE,CHAN_OVERLAP,1.,.2);
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Spawn("SWWMItemFog",Vec3Offset(dir.x*radius,dir.y*radius,(tempme.Results.Tier==TIER_UPPER)?Height:(tempme.Results.Tier==TIER_LOWER)?0:(Height/2)));
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Spawn('SWWMItemFog',Vec3Offset(dir.x*radius,dir.y*radius,(tempme.Results.Tier==TIER_UPPER)?Height:(tempme.Results.Tier==TIER_LOWER)?0:(Height/2)));
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A_QuakeEx(8.,8.,8.,8,0,3000,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:300,rollIntensity:1.);
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mystats.buttslams++;
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lastbump *= .8;
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@ -839,7 +839,7 @@ extend Class Demolitionist
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dashboost *= 0.;
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if ( raging )
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{
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let ps = Spawn("BigPunchSplash",Vec3Offset(dir.x*radius,dir.y*radius,Height/2.));
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let ps = Spawn('BigPunchSplash',Vec3Offset(dir.x*radius,dir.y*radius,Height/2.));
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ps.damagetype = (dir dot viewdir < -3.)?'Buttslam':'Dash';
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ps.target = self;
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ps.special1 = int(10+spd*3.);
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@ -887,7 +887,7 @@ extend Class Demolitionist
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Actor a;
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for ( int i=-1; i<=1; i+=2 ) for ( int j=1; j<4; j++ )
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{
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a = Spawn("DashTrail",Vec3Angle(10,angle+i*140,40));
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a = Spawn('DashTrail',Vec3Angle(10,angle+i*140,40));
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a.master = self;
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a.vel = .5*(RotateVector((j,0),angle+i*160),0)-(0,0,1)*j;
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a.vel -= vel*.5;
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