FILES ----- items\active\boxingglove\boxingglove.lua items\active\weapons\weapon.lua items\active\weapons\weapon2.lua [NEW] items\active\weapons\melee\altabilities\hammer\elementalaura\elementalaura.altability [NEW] items\active\weapons\melee\altabilities\hammer\elementalaura\elementalaura.lua items\active\weapons\melee\altabilities\hammer\groundslam\groundslam.lua items\active\weapons\melee\hammer\rarehammer.activeitem [NEW] objects\wired\elevator\longverticalstand.png [NEW] objects\wired\elevator\longverticalstandbg.png [NEW] objects\wired\elevator\movingplatform.lua [NEW] objects\wired\elevator\platform.png [NEW] objects\wired\elevator\scifielevator.animation [NEW] objects\wired\elevator\scifilongelevator.object [NEW] objects\wired\elevator\scifilongelevator.png [NEW] objects\wired\elevator\scifilongelevatorbgbottom.png [NEW] objects\wired\elevator\scifilongelevatorbgtop.png [NEW] objects\wired\elevator\scifilongelevatorbottom.png [NEW] objects\wired\elevator\scifilongelevatortop.png [NEW] objects\wired\elevator\scifishortelevator.object [NEW] objects\wired\elevator\scifishortelevator.png [NEW] objects\wired\elevator\scifishortelevatorbg.png [NEW] objects\wired\elevator\scifishortelevatorbgbottom.png [NEW] objects\wired\elevator\scifishortelevatorbgtop.png [NEW] objects\wired\elevator\scifishortelevatorbottom.png [NEW] objects\wired\elevator\scifishortelevatortop.png [NEW] objects\wired\elevator\shortverticalstand.png [NEW] objects\wired\elevator\shortverticalstandbg.png scripts\poly.lua [NEW] stats\effects\elementalaura\default.frames [NEW] stats\effects\elementalaura\electricaura.animation [NEW] stats\effects\elementalaura\electricaura.png [NEW] stats\effects\elementalaura\electricaura.statuseffect [NEW] stats\effects\elementalaura\elementalaura.lua [NEW] stats\effects\elementalaura\fireaura.animation [NEW] stats\effects\elementalaura\fireaura.png [NEW] stats\effects\elementalaura\fireaura.statuseffect [NEW] stats\effects\elementalaura\iceaura.animation [NEW] stats\effects\elementalaura\iceaura.png [NEW] stats\effects\elementalaura\iceaura.statuseffect [NEW] stats\effects\elementalaura\poisonaura.animation [NEW] stats\effects\elementalaura\poisonaura.png [NEW] stats\effects\elementalaura\poisonaura.statuseffect DIFFS ----- items\active\boxingglove\boxingglove.lua 22c22 < activeItem.setDamageSources({{ --- > activeItem.setWeaponDamageSources({{ 31c31 < activeItem.setDamageSources({}) --- > activeItem.setWeaponDamageSources({}) items\active\weapons\weapon.lua 98c98 < activeItem.setDamageSources({{ --- > activeItem.setWeaponDamageSources({{ 111c111 < activeItem.setDamageSources({}) --- > activeItem.setWeaponDamageSources({}) 139c139 < activeItem.setDamageSources({}) --- > activeItem.setWeaponDamageSources({}) 302c302 < end \ No newline at end of file --- > end items\active\weapons\weapon2.lua 30a31 > self:setOwnerDamage() 103a105,108 > function Weapon:setOwnerDamage(damageConfig, damageArea, damageTimeout) > activeItem.setDamageSources({ self:damageSource(damageConfig, damageArea, damageTimeout) }) > end > 104a110,113 > activeItem.setWeaponDamageSources({ self:damageSource(damageConfig, damageArea, damageTimeout) }) > end > > function Weapon:damageSource(damageConfig, damageArea, damageTimeout) 112,127c121,132 < activeItem.setDamageSources({{ < poly = damageArea, < damage = damage, < sourceEntity = activeItem.ownerEntityId(), < team = activeItem.ownerTeam(), < damageSourceKind = damageConfig.damageSourceKind, < statusEffects = damageConfig.statusEffects, < knockback = knockback or 0, < rayCheck = true, < damageRepeatGroup = damageRepeatGroup(damageConfig.timeoutGroup), < damageRepeatTimeout = damageTimeout or damageConfig.timeout < }}) < < self.damageWasSet = true < else < activeItem.setDamageSources({}) --- > return { > poly = damageArea, > damage = damage, > sourceEntity = activeItem.ownerEntityId(), > team = activeItem.ownerTeam(), > damageSourceKind = damageConfig.damageSourceKind, > statusEffects = damageConfig.statusEffects, > knockback = knockback or 0, > rayCheck = true, > damageRepeatGroup = damageRepeatGroup(damageConfig.timeoutGroup), > damageRepeatTimeout = damageTimeout or damageConfig.timeout > } 226c231 < end \ No newline at end of file --- > end items\active\weapons\melee\altabilities\hammer\groundslam\groundslam.lua 95,106d94 < function groundSlam:windupAngle(ratio) < local weaponRotation = interp.ranges(ratio, { < {0.7, interp.linear, self.stances.windup.weaponRotation, self.stances.windup.windupHammerAngle}, < {0.85, interp.linear, self.stances.windup.windupHammerAngle, self.stances.windup.dropHammerAngle}, < {0.925, interp.sin, self.stances.windup.dropHammerAngle, self.stances.windup.bounceHammerAngle}, < {1.0, interp.reverse(interp.sin), self.stances.windup.dropHammerAngle, self.stances.windup.bounceHammerAngle} < }) < local armRotation = interp.sin(ratio, self.stances.windup.armRotation, self.stances.windup.endArmRotation) < < return util.toRadians(weaponRotation), util.toRadians(armRotation) < end < items\active\weapons\melee\hammer\rarehammer.activeitem 125,126c125,127 < "/items/active/weapons/melee/altabilities/generic/blinkexplosion/blinkexplosion.altability", < "/items/active/weapons/melee/altabilities/hammer/shockwave/shockwave.altability" --- > //"/items/active/weapons/melee/altabilities/generic/blinkexplosion/blinkexplosion.altability", > //"/items/active/weapons/melee/altabilities/hammer/shockwave/shockwave.altability", > "/items/active/weapons/melee/altabilities/hammer/elementalaura/elementalaura.altability" scripts\poly.lua 20a21,26 > function poly.rotate(points, angle) > return util.map(points, function(point) > return vec2.rotate(point, angle) > end) > end >