Remove branching from big biospark arcs (causes an odd visual bug at times).
Mortal Rifle should make use of a unique muzzle flash for the overpressure shot. Update Nana's profile picture so she's actually wearing a turtleneck sweater.
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6eb4678f78
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5 changed files with 38 additions and 26 deletions
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Before Width: | Height: | Size: 5.9 KiB After Width: | Height: | Size: 6.9 KiB |
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r807 \cu(Thu 13 Jul 13:45:12 CEST 2023)\c-";
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SWWM_SHORTVER="\cw1.3pre r807 \cu(2023-07-13 13:45:12)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r808 \cu(Sat 15 Jul 20:41:50 CEST 2023)\c-";
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SWWM_SHORTVER="\cw1.3pre r808 \cu(2023-07-15 20:41:50)\c-";
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@ -155,17 +155,28 @@ Model "MisterRifle"
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Skin 2 "MRMuz3.png"
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FrameIndex XZW0 D 2 0
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Scale -50 50 50
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Skin 2 "RailMuz0.png"
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FrameIndex XZW0 E 2 0
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Skin 2 "RailMuz1.png"
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FrameIndex XZW0 F 2 0
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Skin 2 "RailMuz2.png"
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FrameIndex XZW0 G 2 0
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Skin 2 "RailMuz3.png"
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FrameIndex XZW0 H 2 0
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Scale -20 20 20
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Offset 15 -80 -26
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Skin 2 "MRMuz0.png"
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FrameIndex XZW0 E 2 0
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FrameIndex XZW0 I 2 0
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Skin 2 "MRMuz1.png"
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FrameIndex XZW0 F 2 0
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FrameIndex XZW0 J 2 0
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Skin 2 "MRMuz2.png"
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FrameIndex XZW0 G 2 0
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FrameIndex XZW0 K 2 0
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Skin 2 "MRMuz3.png"
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FrameIndex XZW0 H 2 0
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FrameIndex XZW0 L 2 0
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}
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Model "MisterRifle"
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@ -706,7 +706,7 @@ Class MisterRifle : SWWMWeapon
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Vector3 x = SWWMUtility.GetPlayerViewDir(self);
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Vector3 origin = SWWMUtility.GetFireOffset(self,10,2.8,-2.4);
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SWWMHandler.DoFlash(self,Color(64,64,224,255),9);
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A_SWWMFlash();
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A_SWWMFlash("RailFlash");
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invoker.fired = true;
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A_StartSound("mister/fireover",CHAN_WEAPON,CHANF_OVERLAP);
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SWWMUtility.DoKnockback(self,-x,90000.);
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@ -1567,13 +1567,31 @@ Class MisterRifle : SWWMWeapon
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psp.frame = Random[GunFlash](0,3);
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}
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Stop;
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AltFlash:
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XZW0 E 2 Bright
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RailFlash:
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XZW0 E 3 Bright
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{
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let psp = player.FindPSprite(PSP_FLASH);
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psp.frame = Random[GunFlash](4,7);
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let l = Spawn("MisterWeaponLight",pos);
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l.target = self;
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A_OverlayFlags(PSP_FLASH,PSPF_ALPHA|PSPF_FORCEALPHA,true);
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}
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XZW0 # 1 Bright
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{
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let psp = player.FindPSprite(PSP_FLASH);
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psp.alpha -= .1;
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return A_JumpIf(psp.alpha<=0.,1);
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}
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Wait;
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XZW0 # 0;
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Stop;
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AltFlash:
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XZW0 I 2 Bright
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{
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let psp = player.FindPSprite(PSP_FLASH);
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psp.frame = Random[GunFlash](8,11);
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let l = Spawn("MisterWeaponLight",pos);
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l.target = self;
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}
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Stop;
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Spawn:
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@ -1404,23 +1404,6 @@ Class BiosparkArc : SWWMNonInteractiveActor
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}
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void A_Spread( Sound arcsnd = "", double attn = 1., int extra = 0 )
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{
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Vector3 tdir = level.Vec3Diff(pos,nextpos);
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if ( (extra > 1) && !Random[Sparkster](0,3) )
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{
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Vector3 x, y, z;
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[x, y, z] = SWWMUtility.GetAxes(angle,pitch,roll);
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for ( int i=0; i<extra; i++ )
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{
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let r = Spawn("BiosparkArc",level.Vec3Offset(pos,tdir*FRandom[Sparkster](0,1)));
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double a = FRandom[Sparkster](0,360), s = FRandom[Sparkster](0.,1.);
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Vector3 sdir = SWWMUtility.ConeSpread(x,y,z,a,s);
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r.angle = atan2(sdir.y,sdir.x);
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r.pitch = asin(-sdir.z);
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r.target = target;
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r.master = master;
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r.ReactionTime /= 3;
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}
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}
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if ( (special1 > ReactionTime) || bAMBUSH ) return;
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let b = Spawn(GetClass(),nextpos);
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b.angle = atan2(nextdir.y,nextdir.x);
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