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[UPDATE] Napalm Launcher

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5 years 1 month ago #1 by Blue Shadow
[UPDATE] Napalm Launcher was created by Blue Shadow
Updated submission: Napalm Launcher

Changes:
  • Reworked the altfire mode disablement code when out of ammo, since the old method no longer works in GZDoom. The new method uses ACS.
  • Updated the INFO and CREDITS lumps.

Download:

https://www.dropbox.com/s/sch7f2skpubmgov/NapalmLauncher.zip?dl=1

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5 years 1 month ago #2 by Gothic
Replied by Gothic on topic [UPDATE] Napalm Launcher
It works now, but it's missing GLDEFS

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5 years 1 month ago #3 by Blue Shadow
Replied by Blue Shadow on topic [UPDATE] Napalm Launcher
Would you care to add them?

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5 years 1 month ago - 5 years 1 month ago #4 by Gothic
Replied by Gothic on topic [UPDATE] Napalm Launcher
I'm on it. Meanwhile I noticed parts of the code that don't seem to have a purpose:

  1. The NRocket actor has a defined damage type "FriendlyFire" which is not a default damage type and must be a leftover of whatever mod the original author was working on
  2. The NapalmKaboom actor, when entering its death state, seems to randomly jump 12 frames forward (which should be 14 actually), however those frames are no different from the previous ones
  3. There are unused actors which are already commented out
  4. Some actors call Radius_Quake, but they do nothing

May I fix/remove those lines from the code, or should them be left there?
Last edit: 5 years 1 month ago by Gothic.

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5 years 1 month ago #5 by Blue Shadow
Replied by Blue Shadow on topic [UPDATE] Napalm Launcher

Gothic wrote: The NRocket actor has a defined damage type "FriendlyFire" which is not a default damage type and must be a leftover of whatever mod the original author was working on

You never know if a mod relies on that damage type or not. So removing that could potentially break things.

The NapalmKaboom actor, when entering its death state, seems to randomly jump 12 frames forward (which should be 14 actually), however those frames are no different from the previous ones

Remove the state jump and the duplicate state sequence.

There are unused actors which are already commented out

They do no harm, so I'd say leave them in.

Some actors call Radius_Quake, but they do nothing

The only one that matters is the one in NRocket (since all other calls to Radius_Quake are in commented-out code), which can be removed. I don't believe it ever worked. The calling actor needs to stay long enough for the quake effect to happen, which is something the NRocket actor doesn't do.

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5 years 1 month ago #6 by Gothic
Replied by Gothic on topic [UPDATE] Napalm Launcher
Ok, here's the update:
  • Added GLDEFS.
  • Removed a Radius_Quake call and a state jump that served no purpose.
  • Updated the INFO and CREDITS lumps.

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5 years 3 weeks ago #7 by Blue Shadow
Replied by Blue Shadow on topic [UPDATE] Napalm Launcher
Thanks. Added to the repo.

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