Additional branding changes.
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8783aad55f
commit
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16 changed files with 196 additions and 37 deletions
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@ -213,7 +213,7 @@ extend Class SWWMHandler
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return;
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}
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// dump the values of all mod RNGs (might help someday to track down what desyncs)
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String msg = String.Format("\cxSWWM GZ RNG dump for player %d (\c-%s\cx):\c-",consoleplayer,players[consoleplayer].GetUserName());
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String msg = String.Format("\cxRNG dump for player %d (\c-%s\cx):\c-",consoleplayer,players[consoleplayer].GetUserName());
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msg.AppendFormat("\n\n\cfPlay RNG (will cause desyncs if mismatched):\c-\n");
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msg.AppendFormat("\nBlood: %08x",Random2[Blood]());
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msg.AppendFormat("\nBoolet: %08x",Random2[Boolet]());
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@ -336,20 +336,26 @@ extend Class SWWMHandler
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// drop the swapweapon if we own it first
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if ( swwm_swapweapons && (item is 'SWWMWeapon') && (sw = SWWMWeapon(def).HasSwapWeapon(players[e.Args[0]].mo)) )
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{
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// special case, otherwise candy gun won't drop itself
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if ( sw is 'CandyGun' ) CandyGun(sw).swapdrop = true;
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bool swapto = (sw == players[e.Args[0]].ReadyWeapon) || (sw.SisterWeapon && (sw.Sisterweapon == players[e.Args[0]].ReadyWeapon));
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int ngun = sw.Amount;
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double ang = -15*(ngun-1);
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for ( int i=0; i<ngun; i++ )
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if ( ngun == 2 )
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{
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let d = players[e.Args[0]].mo.DropInventory(sw);
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if ( !d || (ngun <= 1) ) continue;
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// adjust angle for multi-drops
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d.angle = players[e.Args[0]].mo.angle+ang;
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d.vel.xy = Actor.RotateVector((5,0),d.angle);
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d.vel.z = 1;
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d.vel += players[e.Args[0]].mo.vel;
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ang += 30;
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// create a dual giver to drop
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let dg = SWWMDualWeaponGiver(Spawn("SWWMDualWeaponGiver",players[e.Args[0]].mo.pos+(0,0,10)));
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dg.angle = players[e.Args[0]].mo.angle;
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dg.VelFromAngle(5.);
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dg.vel.z += 1.
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dg.vel += players[e.Args[0]].mo.vel;
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// transfer both guns
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dg.giveme[0] = SWWMWeapon(sw.CreateTossable(1));
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dg.giveme[0].AttachToOwner(dg);
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dg.giveme[1] = SWWMWeapon(sw.CreateTossable(1));
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dg.giveme[1].AttachToOwner(dg);
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dg.SetPickupState();
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}
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else user.DropInventory(sw); // just drop it
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// don't autoswitch just yet (hacky)
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if ( swapto )
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{
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@ -543,7 +549,7 @@ extend Class SWWMHandler
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{
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t.result = (players[e.Args[0]].PendingWeapon==Weapon(i));
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// dual wield gun support
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if ( (i is 'ExplodiumGun') && (players[e.Args[0]].PendingWeapon==Weapon(i).SisterWeapon) )
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if ( (i is 'SWWMWeapon') && (players[e.Args[0]].PendingWeapon==Weapon(i).SisterWeapon) )
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t.result = true;
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}
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else t.result = rslt;
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