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- Backported A_FireRailgun 'puffType' param from Zandronum.
Zandronum added this so that it could restore the original Skulltag piercing armor capability with a specific puff, like it's done with the other zdoom railgun action functions.
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1 changed files with 6 additions and 5 deletions
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@ -19,8 +19,9 @@ extend class StateProvider
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//
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//
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// [RH] A_FireRailgun
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// [RH] A_FireRailgun
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// [TP] This now takes a puff type to retain Skulltag's railgun's ability to pierce armor.
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//
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//
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action void A_FireRailgun(int offset_xy = 0)
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action void A_FireRailgun(class<Actor> puffType = "BulletPuff", int offset_xy = 0)
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{
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{
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if (player == null)
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if (player == null)
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{
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{
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@ -42,17 +43,17 @@ extend class StateProvider
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}
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}
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int damage = deathmatch ? 100 : 150;
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int damage = deathmatch ? 100 : 150;
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A_RailAttack(damage, offset_xy, false); // note that this function handles ammo depletion itself for Dehacked compatibility purposes.
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A_RailAttack(damage, offset_xy, false, pufftype: puffType); // note that this function handles ammo depletion itself for Dehacked compatibility purposes.
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}
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}
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action void A_FireRailgunLeft()
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action void A_FireRailgunLeft()
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{
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{
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A_FireRailgun(-10);
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A_FireRailgun(offset_xy: -10);
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}
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}
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action void A_FireRailgunRight()
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action void A_FireRailgunRight()
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{
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{
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A_FireRailgun(10);
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A_FireRailgun(offset_xy: 10);
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}
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}
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action void A_RailWait()
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action void A_RailWait()
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@ -60,4 +61,4 @@ extend class StateProvider
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// only here to satisfy old Dehacked patches.
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// only here to satisfy old Dehacked patches.
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}
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}
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}
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}
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