[UPDATE] Napalm Launcher
- Blue Shadow
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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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- Gothic
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- Blue Shadow
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- Gothic
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- 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
- 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
- There are unused actors which are already commented out
- Some actors call Radius_Quake, but they do nothing
May I fix/remove those lines from the code, or should them be left there?
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- Blue Shadow
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You never know if a mod relies on that damage type or not. So removing that could potentially break things.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
Remove the state jump and the duplicate state sequence.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
They do no harm, so I'd say leave them in.There are unused actors which are already commented out
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.Some actors call Radius_Quake, but they do nothing
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- Gothic
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- 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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- Blue Shadow
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