Guess there's a new DLC weapon to be added, oops.
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103 changed files with 247 additions and 14 deletions
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@ -181,7 +181,7 @@ Class HOLYCOWIMTOTALLYGOINGSOFASTOHFUCK : Inventory
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override void DoEffect()
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{
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Super.DoEffect();
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if ( !Owner ) return;
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if ( !Owner || (Owner.Health <= 0) ) return;
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if ( (Owner.tics > 1) && (Owner.tics > max(1,Owner.CurState.tics/2)) )
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Owner.tics = max(1,Owner.CurState.tics/2);
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}
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@ -1686,7 +1686,7 @@ Class SWWMHandler : EventHandler
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override void WorldThingSpawned( WorldEvent e )
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{
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// I WANT DIE
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if ( G_SkillPropertyInt(SKILLP_ACSReturn) >= 4 )
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if ( G_SkillName() == StringTable.Localize("$SWWM_SKLUNATIC") )
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{
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if ( e.Thing.bMISSILE && !e.Thing.FindInventory("DontDuplicate") && !e.Thing.IsZeroDamage() && (e.Thing.target && e.Thing.target.bISMONSTER && !e.Thing.target.player) )
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{
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@ -2528,10 +2528,20 @@ Class SWWMHandler : EventHandler
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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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bool swapto = (sw == players[e.Args[0]].ReadyWeapon);
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let drop = players[e.Args[0]].mo.DropInventory(sw);
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// add some random velocity so multiple drops don't get bunched together
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if ( drop ) drop.vel += (Actor.RotateVector((FRandom[Junk](-1.5,.5),FRandom[Junk](-2.5,2.5)),players[e.Args[0]].mo.angle),FRandom[Junk](2.,5.));
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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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{
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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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}
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// don't autoswitch just yet (hacky)
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if ( swapto )
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{
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