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https://github.com/ZDoom/gzdoom-gles.git
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- scriptified ApplyKickback.
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parent
2145db9fbd
commit
94b0338c31
6 changed files with 88 additions and 78 deletions
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@ -66,6 +66,7 @@ DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, statusscreen_dm)
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DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, mSliderColor)
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DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, defaultbloodcolor)
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DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, telefogheight)
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DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, defKickback)
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const char *GameNames[17] =
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{
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@ -73,7 +73,6 @@ FRandom pr_damagemobj ("ActorTakeDamage");
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static FRandom pr_lightning ("LightningDamage");
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static FRandom pr_poison ("PoisonDamage");
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static FRandom pr_switcher ("SwitchTarget");
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static FRandom pr_kickbackdir ("KickbackDir");
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CVAR (Bool, cl_showsprees, true, CVAR_ARCHIVE)
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CVAR (Bool, cl_showmultikills, true, CVAR_ARCHIVE)
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@ -913,80 +912,6 @@ void P_AutoUseStrifeHealth (player_t *player)
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==================
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*/
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void ApplyKickback(AActor *target, AActor *inflictor, AActor *source, int damage, DAngle angle, FName mod, int flags)
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{
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DAngle ang;
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int kickback;
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double thrust;
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if (inflictor && inflictor->projectileKickback)
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kickback = inflictor->projectileKickback;
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else if (!source || !source->player || !source->player->ReadyWeapon)
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kickback = gameinfo.defKickback;
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else
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kickback = source->player->ReadyWeapon->Kickback;
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kickback = int(kickback * G_SkillProperty(SKILLP_KickbackFactor));
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if (kickback)
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{
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AActor *origin = (source && (flags & DMG_INFLICTOR_IS_PUFF)) ? source : inflictor;
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if (flags & DMG_USEANGLE)
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{
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ang = angle;
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}
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else if (origin->X() == target->X() && origin->Y() == target->Y())
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{
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// If the origin and target are in exactly the same spot, choose a random direction.
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// (Most likely cause is from telefragging somebody during spawning because they
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// haven't moved from their spawn spot at all.)
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ang = pr_kickbackdir.GenRand_Real2() * 360.;
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}
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else
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{
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ang = origin->AngleTo(target);
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}
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thrust = mod == NAME_MDK ? 10 : 32;
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if (target->Mass > 0)
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{
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thrust = clamp((damage * 0.125 * kickback) / target->Mass, 0., thrust);
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}
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// Don't apply ultra-small damage thrust
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if (thrust < 0.01) thrust = 0;
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// make fall forwards sometimes
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if ((damage < 40) && (damage > target->health)
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&& (target->Z() - origin->Z() > 64)
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&& (pr_damagemobj() & 1)
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// [RH] But only if not too fast and not flying
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&& thrust < 10
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&& !(target->flags & MF_NOGRAVITY)
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&& (inflictor == NULL || !(inflictor->flags5 & MF5_NOFORWARDFALL))
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)
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{
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ang += 180.;
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thrust *= 4;
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}
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if (source && source->player && (flags & DMG_INFLICTOR_IS_PUFF)
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&& source->player->ReadyWeapon != NULL &&
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(source->player->ReadyWeapon->WeaponFlags & WIF_STAFF2_KICKBACK))
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{
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// Staff power level 2
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target->Thrust(ang, 10);
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if (!(target->flags & MF_NOGRAVITY))
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{
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target->Vel.Z += 5.;
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}
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}
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else
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{
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target->Thrust(ang, thrust);
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}
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}
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}
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static inline bool MustForcePain(AActor *target, AActor *inflictor)
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{
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return (inflictor && (inflictor->flags6 & MF6_FORCEPAIN));
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@ -1002,9 +927,7 @@ static inline bool isFakePain(AActor *target, AActor *inflictor, int damage)
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// the damage was cancelled.
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static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle, bool& needevent)
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{
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DAngle ang;
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player_t *player = NULL;
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double thrust;
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int temp;
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int painchance = 0;
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FState * woundstate = NULL;
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@ -1267,7 +1190,11 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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&& !(target->flags7 & MF7_DONTTHRUST)
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&& (source == NULL || source->player == NULL || !(source->flags2 & MF2_NODMGTHRUST)))
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{
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ApplyKickback(target, inflictor, source, damage, angle, mod, flags);
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IFVIRTUALPTR(target, AActor, ApplyKickback)
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{
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VMValue params[] = { target, inflictor, source, damage, angle.Degrees, mod.GetIndex(), flags };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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}
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// [RH] Avoid friendly fire if enabled
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@ -7,6 +7,7 @@ version "3.7"
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#include "zscript/actor.txt"
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#include "zscript/actor_attacks.txt"
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#include "zscript/actor_checks.txt"
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#include "zscript/actor_interaction.txt"
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#include "zscript/events.txt"
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#include "zscript/destructible.txt"
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#include "zscript/level_compatibility.txt"
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79
wadsrc/static/zscript/actor_interaction.txt
Normal file
79
wadsrc/static/zscript/actor_interaction.txt
Normal file
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@ -0,0 +1,79 @@
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extend class Actor
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{
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virtual void ApplyKickback(Actor inflictor, Actor source, int damage, double angle, Name mod, int flags)
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{
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double ang;
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int kickback;
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double thrust;
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if (inflictor && inflictor.projectileKickback)
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kickback = inflictor.projectileKickback;
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else if (!source || !source.player || !source.player.ReadyWeapon)
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kickback = gameinfo.defKickback;
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else
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kickback = source.player.ReadyWeapon.Kickback;
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kickback = int(kickback * G_SkillPropertyFloat(SKILLP_KickbackFactor));
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if (kickback)
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{
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Actor origin = (source && (flags & DMG_INFLICTOR_IS_PUFF)) ? source : inflictor;
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if (flags & DMG_USEANGLE)
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{
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ang = angle;
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}
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else if (origin.pos.xy == pos.xy)
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{
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// If the origin and target are in exactly the same spot, choose a random direction.
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// (Most likely cause is from telefragging somebody during spawning because they
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// haven't moved from their spawn spot at all.)
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ang = frandom[Kickback](0., 360.);
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}
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else
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{
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ang = origin.AngleTo(self);
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}
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thrust = mod == 'MDK' ? 10 : 32;
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if (Mass > 0)
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{
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thrust = clamp((damage * 0.125 * kickback) / Mass, 0., thrust);
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}
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// Don't apply ultra-small damage thrust
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if (thrust < 0.01) thrust = 0;
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// make fall forwards sometimes
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if ((damage < 40) && (damage > health)
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&& (pos.Z - origin.pos.Z > 64)
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&& (random[Kickback]() & 1)
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// [RH] But only if not too fast and not flying
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&& thrust < 10
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&& !bNoGravity
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&& !bNoForwardFall
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&& (inflictor == NULL || !inflictor.bNoForwardFall)
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)
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{
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ang += 180.;
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thrust *= 4;
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}
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if (source && source.player && (flags & DMG_INFLICTOR_IS_PUFF)
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&& source.player.ReadyWeapon != NULL && (source.player.ReadyWeapon.bSTAFF2_KICKBACK))
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{
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// Staff power level 2
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Thrust(10, ang);
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if (!bNoGravity)
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{
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Vel.Z += 5.;
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}
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}
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else
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{
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Thrust(thrust, ang);
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}
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}
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}
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}
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@ -362,6 +362,7 @@ struct GameInfoStruct native
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native Name mSliderColor;
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native Color defaultbloodcolor;
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native double telefogheight;
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native int defKickback;
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}
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class Object native
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@ -1001,6 +1001,7 @@ enum EFSkillProperty // floating point properties
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SKILLP_Aggressiveness,
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SKILLP_MonsterHealth,
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SKILLP_FriendlyHealth,
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SKILLP_KickbackFactor,
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};
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enum EWeaponPos
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