Author: Danoid
UT99 mod author

SHOGO HUMAN + MECH WEAPONS FOR UNREAL TOURNAMENT 99
Version 0.13 - smaller held weapons, persistent melee starters and consistent keys

INSTALL / UPGRADE
Close UT99. Extract ShogoArsenal-v0.13-Danoid.zip directly into
your main UT99 folder, keeping the ZIP's folder structure. Allow all four
System files to replace previous ShogoFoot/ShogoMech copies.
Practice Session > Mutators: select Shogo: Weapons.
On upgrade, remove any old Shogo entries from the saved active mutator list.
Configure the new mutator through Mod > Shogo weapon settings before starting.
Your existing UT99 settings and remaining ShogoFoot.ini options are retained.

MUTATOR AND HOST OPTIONS
There is ONE visible weapon mutator: Shogo: Weapons.
Open Mod > Shogo weapon settings to choose:
  Enable human weapons
  Enable mech weapons
  Starting loadout: Pick up weapons on the map / Start with all enabled weapons

At least one weapon family stays selected. Both are enabled by default, with
map pickups. Changes to weapon families/loadout apply at the next match;
the current match keeps its original rules. Clients follow the host's rules.
Placement, scoped reticle and host grenade-bounce controls remain available.

Every life includes the melee weapons for the enabled families, in slot 1:
human-only gets Tanto, mech-only gets Beam Sword, combined gets both.
In combined play, press 1 again to cycle the two melee weapons.
Human-enabled games equip dual pistols in slot 2; mech-only equips Pulse Rifle
in slot 2. The melee weapons are carried, and the starting gun is selected.

Pickups mode: human-only starts with pistols and Tanto (2 weapons); mech-only
starts with Pulse Rifle and Beam Sword (2); combined starts with pistols,
Tanto and Beam Sword (3). Find the remaining guns at normal UT locations.
With both families enabled, pickup sites alternate human/mech weapons by
corresponding role, and map ammo supports both. With one family enabled,
all replacements and ammo use that family.

Full starting loadout: human-only has nine weapons; mech-only has seven
regular ranged weapons plus Beam Sword (eight); both has seventeen.
Humans equip pistols every life. Mech-only equips Pulse Rifle. Queued weapon
switches cannot leave the player starting with the Squeaky Toy instead.

Red Riot remains a pickup-only superweapon whenever mech weapons are enabled.
It replaces Redeemer locations, has one shot per pickup, two-shot capacity,
60-second respawn and no Weapon Stay. Nobody spawns with it. In human-only
games, Redeemer locations contain TOW instead. TOW stays human-only.
All eighteen weapons remain available across the packages, including Red Riot.
The older mutator classes remain for command-line compatibility but are no
longer separate entries in the mutator menu.

NUMBER KEYS
Key   Human                     Mech
1     Tanto                     Beam Sword
2     Dual pistols              Pulse Rifle
3     Shotgun                   Laser Cannon
4     Machine Gun               Spider
5     Assault Rifle             Bullgut
6     Energy Grenade            Sniper Rifle
7     Kato Grenade              Juggernaut
8     TOW                       Shredder
9     Squeaky Toy
0                               Red Riot (pickup only)

In combined play, press the same key again to cycle weapons sharing it.
Next/previous weapon and mouse wheel also select them. Mech ammo HUD entries
follow the new slot numbers. Automatic selection priorities are retained.
TOW remains human-only. The other three mech melee weapons are omitted.

FIRING
Primary fire attacks. Finite magazines reload automatically. Burst events
follow the original shot timeline, avoiding accumulated server-tick delays.
Human Assault Rifle: alternate fire zooms; zoomed fire shoots a three-round
burst, 0.125 seconds apart. Mech Sniper: zoomed fire shoots ONE round with
60 base damage (90 in Hardcore). Unzoomed sniper damage is 40, with the
original 0.15-second firing cycle. Bullgut fires four rockets, or the rounds still available.
Its wider firing cone and randomized snaking/roll produce scattered volleys.
Spider mines are one-third smaller in flight and when attached.
Spider sticks to world geometry/moving actors until its three-second fuse;
it hides on pawn hosts, as in the source. Energy grenades explode on impact.
Kato keeps bouncing until pawn contact or its three-second fuse.
Beam Sword uses the original Energy Blade model, arms, sounds and three
attacks. It needs no ammo. The third attack strikes twice. Reach is 128 and
base damage is 55 per contact, tuned for UT99. It uses slot 1. Red Riot charges for 1.07 seconds.
The Squeaky Toy is harmless.

KATO / RED RIOT DEATHS
Fatal hits on standard UT99 players and bots replace gibs with the victim's
mesh in the original Shogo vapor skin. It plays a death animation, falls and
lands while the yellow silhouette fades for two seconds. A complete, softly edged humanoid
floor imprint remains at its final resting position for 30 seconds. Scoring,
armor/damage prevention and respawning retain UT99 behavior. Ordinary deaths
on subsequent lives return to the player's normal carcass type.

VISUAL EFFECTS
The impact pass covers every ranged human and mech weapon plus Beam Sword.
Casings now follow the original Shogo source. Only dual pistols, Shotgun,
Machine Gun, Assault Rifle, mech Sniper, Juggernaut and Shredder eject cases.
Pulse Rifle, Laser Cannon, Spider, Bullgut, Red Riot, both human grenade
launchers and TOW do not eject cases. Melee weapons and the toy do not either.
Original Shogo case models/skins, hand mirroring, bouncing, five-second
lifetime and 128-case cap remain. Sizes are unchanged from v0.11 (about
48 percent larger than v0.10). A scoped AR burst ejects three individual cases.
Existing muzzle flashes are 75 percent wider/taller, with their animation,
colors, material slots and original barrel attachment centers retained.
Both hand meshes were updated; centered placement uses the same geometry.
See FIRING-VISUALS.txt for the casing-source and flash-geometry audit.
Pulse has two expanding rings, cyan spark spray and cyan impact light. One
ring lies against the hit surface; the other stands perpendicular to it,
forming a clipped bubble on floors, walls and ceilings. Large blasts have
the appropriate original animated
shells/cores, fireballs, floor waves, rising smoke, sparks and debris.
Model blast layers retain their upright world orientation on floors, walls
and ceilings, including the Kato and Spider. All weapon impact marks now use
UT99's built-in decal classes and textures: randomized Pock bullet holes,
EnergyImpact shock-rifle burns, and BlastMark rocket scorches. Stock size,
detail handling and lifetime/culling apply. Explosions find nearby BSP or
movers for a scorch even after a fuse expires or a mine attaches to a wall.
Water and non-world bullet hits do not receive decals. The special Shogo
vaporization floor silhouette remains part of that death effect.
Impact surface normals are now explicitly replicated, fixing direct bullet
marks and directional effects on multiplayer clients. UT99 Decals must be
enabled in the renderer settings for marks to appear.
Red Riot has its delayed second shell/wave. Beam colors and lifetimes match
their source profiles, with width contraction and smooth fades. Laser uses
its smoke/mark/light profile; sniper uses debris rather than a fake flash.
Human bullets have surface debris/marks and blood on flesh. Tanto retains
its melee hit sound/blood, and the harmless toy has no invented blast.
Flight trails, projectile flares and both grenade behaviors are retained.
Dynamic impact lights, smooth scaling/fades and locally simulated particles
provide the rendering polish within UT99. See IMPACT-EFFECTS.txt for details.

MODELS / SETTINGS
Weapons held by other players now have separate, smaller third-person scales.
Pistols and Tanto are 55 percent smaller; most guns 35 percent; TOW, Red Riot
and Beam Sword 25 percent; Squeaky Toy 60 percent, relative to v0.12.
First-person framing, arm animation and floor pickup sizes are retained.
See HELD-SCALE-SLOTS.txt for the exact profile and validation.
Original gun/arm geometry and animation are retained, including left/right
meshes. Center and Hidden are supported. Mech framing follows original Shogo
offsets; the TOW support arm retains its small clearance adjustment.
Use UT99's Weapon Hand setting for Left, Center, Right or Hidden.
Mod > Shogo weapon settings controls placement, reticle/size and host Kato
bounce strength. Settings are saved to ShogoFoot.ini. UT99's normal ammo
counter is used; the extra Shogo panel and its option have been removed.
Firing and reload clocks now enforce the original animation lengths even
when a weapon is hidden or its model is not being drawn. This fixes rapid
fire caused by missing Fire/Reload sequences on a static pickup mesh.
No blanket speed reduction was applied. See FIRING-TIMING.txt for all guns,
source timestamps, reload behavior and the archive cross-check.

ENGINE ADAPTATIONS
This is an adaptation to UT99, using Shogo assets and source effect profiles.
It is not a conversion to a newer Unreal Engine. Damage is tuned for UT99 Standard and Hardcore play. The old random x4
critical hits, random healing, damage variation and x7 sniper zoom are removed.
Ordinary single hits stay below 100 damage at normal scaling in both modes;
Bullgut volleys, sword double contacts and the pickup Red Riot can still kill.
UT armor, damage amplifiers and game damage rules apply. See BALANCE.txt.
Classic vertex meshes can retain some texture/geometry wobble even with
60 fps animation baking and per-axis vertex precision.
Bullgut now uses a requested wider 0.08 firing cone (original: 0.005) and
randomized, frame-independent weaving inspired by the source snaking motion.
The original targeting-upgrade homing is not included. UT map materials do not
provide Shogo surface IDs, so world impacts use generic stone debris/marks,
with separate flesh and water handling. Particle density/trajectories,
additive transparency and beam geometry are renderer adaptations.
The vapor silhouette uses the victim's actual mesh and a supported death
animation, with replicated landing position. The lasting floor mark is a
square imprint rasterized from a complete fallen Shogo human mesh. Its
head, torso, arms and both legs are retained, with soft edges and coverage
across adjacent floor polygons. It is not a pose-exact shadow of every skin.
The Beam Sword inventory icon is an adaptation; the source has no HUD icon.
Custom player subclasses with their own death systems may need integration.

SERVER SETUP
Add both packages under [Engine.GameEngine]:
ServerPackages=ShogoFoot
ServerPackages=ShogoMech
Use mutator ShogoMech.ShogoWeapons. All clients need matching versions.
Configure in the Mod menu on a local host, or in System\ShogoFoot.ini:
[ShogoFoot.ShogoOptions]
bEnableHuman=True
bEnableMech=True
bStartWithAll=False
Set either family False to exclude it. Set bStartWithAll=True for a full
starting loadout. An INI with both families False safely uses human weapons.
Host settings are read when the match loads. Test scope/limits are in
TEST-RESULTS.txt.

UNINSTALL / SOURCE
Close UT99 and remove System\ShogoMech.u/.int and ShogoFoot.u/.int to uninstall. Optional settings stay in
ShogoFoot.ini. Only the current release is retained to avoid duplicate disk usage.
The separate source ZIP includes both packages and converted import assets.
Add EditPackages=ShogoFoot then EditPackages=ShogoMech after the stock editor
packages in a separate UT99 development installation, then run UCC make.
Sources and test fixtures are unnecessary for normal installation.

CREDITS
UT99 mod author: Danoid
Shogo: Mobile Armor Division: Monolith Productions and its original team.
Models, skins, sounds and animation converted from the supplied installed
GOG copy. Source reference: github.com/jsj2008/lithtech/tree/master/Shogo.
Unreal Tournament: Epic Games / Digital Extremes; maintenance: OldUnreal.
ABC format research: io_scene_lithtech.
