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DXRGrenades now uses the tag, event, and owner of the old grenade on
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newly spawned ones.  Adjusted default grenade spawning rates also.
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theastropath committed Oct 14, 2023
1 parent ee8c25c commit b73a50a
Showing 1 changed file with 17 additions and 6 deletions.
23 changes: 17 additions & 6 deletions DXRModules/DeusEx/Classes/DXRGrenades.uc
Original file line number Diff line number Diff line change
Expand Up @@ -47,10 +47,10 @@ function CheckConfig()

Super.CheckConfig();

AddRandomGrenade(class'#var(prefix)EMPGrenade',5); //1 through the game
AddRandomGrenade(class'#var(prefix)EMPGrenade',10); //1 through the game
AddRandomGrenade(class'#var(prefix)GasGrenade',10); //9 through the game
AddRandomGrenade(class'#var(prefix)LAM',20); //18 through the game
AddRandomGrenade(class'#var(prefix)NanoVirusGrenade',5); //0 through the game
AddRandomGrenade(class'#var(prefix)LAM',15); //18 through the game
AddRandomGrenade(class'#var(prefix)NanoVirusGrenade',8); //0 through the game

//Scale to 100%
total=0;
Expand All @@ -64,17 +64,23 @@ function CheckConfig()
}
}

function #var(prefix)ThrownProjectile SpawnNewPlantedGrenade(class<#var(prefix)ThrownProjectile> type, Vector loc, Rotator rot)
function #var(prefix)ThrownProjectile SpawnNewPlantedGrenade(class<#var(prefix)ThrownProjectile> type,
Vector loc,
Rotator rot,
name tag,
name event,
Actor owner)
{
local #var(prefix)ThrownProjectile gren;

gren = Spawn(type,,,loc,rot);
gren = Spawn(type,owner,tag,loc,rot);

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@Die4Ever

Die4Ever Nov 26, 2023

Owner

what does this fix again?


gren.PlayAnim('Open');
gren.SetPhysics(PHYS_None);
gren.bBounce = False;
gren.bProximityTriggered = True;
gren.bStuck = True;
gren.event = event;

return gren;
}
Expand All @@ -86,6 +92,8 @@ function FirstEntry()
local Vector loc;
local Rotator rot;
local int i;
local name oldTag,oldEvent;
local Actor oldOwner;

Super.FirstEntry();
if(dxr.flags.moresettings.grenadeswap <= 0) return;
Expand All @@ -103,9 +111,12 @@ function FirstEntry()
for (i=0;grens[i]!=None;i++){
loc = grens[i].Location;
rot = grens[i].Rotation;
oldTag = grens[i].tag;
oldEvent=grens[i].event;
oldOwner=grens[i].owner;
grens[i].Destroy();

gren = SpawnNewPlantedGrenade(PickRandomGrenade(),loc,rot);
gren = SpawnNewPlantedGrenade(PickRandomGrenade(),loc,rot,oldTag,oldEvent,oldOwner);

if (gren!=None){
l("Spawned a new grenade "$gren.name);
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