Tweak hammer spin to make it slightly less chaotic.
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parent
706a3488d1
commit
d4e8cf7844
3 changed files with 6 additions and 6 deletions
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r619 \cu(Wed 16 Nov 22:35:32 CET 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r619 \cu(2022-11-16 22:35:32)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r619 \cu(Thu 17 Nov 16:54:08 CET 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r619 \cu(2022-11-17 16:54:08)\c-";
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@ -68,7 +68,7 @@ Class ItamexHammer : SWWMWeapon
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A_BumpFOV(1.+invoker.charge*.001);
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Vector3 x, y, z;
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[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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SWWMUtility.DoKnockback(self,x,1000.*invoker.charge);
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SWWMUtility.DoKnockback(self,x,500.*invoker.charge);
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invoker.hitcnt = 0;
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invoker.spintime = 0;
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}
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@ -91,7 +91,7 @@ Class ItamexHammer : SWWMWeapon
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A_BumpFOV(1.+invoker.charge*.001);
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Vector3 x, y, z;
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[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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SWWMUtility.DoKnockback(self,(x.x,x.y,x.z*.1),2000.*invoker.charge);
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SWWMUtility.DoKnockback(self,(x.x,x.y,x.z*.1),1500.*invoker.charge);
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if ( vel.z < 0 ) vel.z *= 1.-invoker.charge*.008;
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A_QuakeEx(1,1,1,15,0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.1);
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A_PlayerFire();
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@ -103,7 +103,7 @@ Class ItamexHammer : SWWMWeapon
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A_QuakeEx(5,5,5,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.35);
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A_AlertMonsters(swwm_uncapalert?0:800);
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A_WeaponOffset(32,0,WOF_ADD|WOF_INTERPOLATE);
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SWWMUtility.DoKnockback(self,-(x.x,x.y,x.z*.1),6000.*invoker.charge);
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SWWMUtility.DoKnockback(self,-(x.x,x.y,x.z*.1),4500.*invoker.charge);
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invoker.hitcnt = 3;
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}
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if ( invoker.charge <= 30. )
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@ -2745,7 +2745,7 @@ Class SWWMStatusBar : BaseStatusBar
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if ( def.MagAmmoType )
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{
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let mag = MagAmmo(CPlayer.mo.FindInventory(def.MagAmmoType));
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if ( mag )
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if ( mag ) // theoretically can't happen, but still check for it
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{
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amt = mag.Amount;
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amax = amax*mag.ClipSize+mag.MaxAmount;
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