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- looks like the last commit missed a few files.
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3 changed files with 24 additions and 3 deletions
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@ -98,6 +98,7 @@ DEFINE_FIELD(AWeapon, FOVScale)
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DEFINE_FIELD(AWeapon, Crosshair)
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DEFINE_FIELD(AWeapon, Crosshair)
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DEFINE_FIELD(AWeapon, GivenAsMorphWeapon)
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DEFINE_FIELD(AWeapon, GivenAsMorphWeapon)
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DEFINE_FIELD(AWeapon, bAltFire)
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DEFINE_FIELD(AWeapon, bAltFire)
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DEFINE_FIELD(AWeapon, SlotNumber)
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DEFINE_FIELD_BIT(AWeapon, WeaponFlags, bDehAmmo, WIF_DEHAMMO)
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DEFINE_FIELD_BIT(AWeapon, WeaponFlags, bDehAmmo, WIF_DEHAMMO)
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//===========================================================================
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//===========================================================================
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@ -7,6 +7,10 @@ class PowerupGiver : Inventory
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Name Mode; // Meaning depends on powerup - used for Invulnerability and Invisibility
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Name Mode; // Meaning depends on powerup - used for Invulnerability and Invisibility
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double Strength; // Meaning depends on powerup - currently used only by Invisibility
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double Strength; // Meaning depends on powerup - currently used only by Invisibility
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property prefix: Powerup;
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property Strength: Strength;
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property Mode: Mode;
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Default
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Default
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{
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{
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Inventory.DefMaxAmount;
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Inventory.DefMaxAmount;
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@ -67,6 +71,9 @@ class Powerup : Inventory
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int Colormap;
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int Colormap;
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const SPECIALCOLORMAP_MASK = 0x00b60000;
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const SPECIALCOLORMAP_MASK = 0x00b60000;
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property Strength: Strength;
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property Mode: Mode;
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// Note, that while this is an inventory flag, it only has meaning on an active powerup.
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// Note, that while this is an inventory flag, it only has meaning on an active powerup.
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override bool GetNoTeleportFreeze()
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override bool GetNoTeleportFreeze()
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{
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{
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@ -38,9 +38,22 @@ class PlayerPawn : Actor native
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meta Name HealingRadiusType;
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meta Name HealingRadiusType;
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meta Name InvulMode;
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meta Name InvulMode;
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Property prefix: Player;
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property prefix: Player;
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Property HealRadiusType: HealingradiusType;
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property HealRadiusType: HealingradiusType;
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Property InvulnerabilityMode: InvulMode;
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property InvulnerabilityMode: InvulMode;
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property AttackZOffset: AttackZOffset;
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property JumpZ: JumpZ;
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property GruntSpeed: GruntSpeed;
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property FallingScreamSpeed: FallingScreamMinSpeed, FallingScreamMaxSpeed;
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property ViewHeight: ViewHeight;
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property UseRange: UseRange;
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property AirCapacity: AirCapacity;
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property MaxHealth: MaxHealth;
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property MugshotMaxHealth: MugshotMaxHealth;
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property RunHealth: RunHealth;
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property MorphWeapon: MorphWeapon;
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property FlechetteType: FlechetteType;
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property Portrait: Portrait;
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Default
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Default
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{
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{
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