Added first person visual effects to all weapons.
Added "instant rocket" mode to RL, toggleable with reload button. Various adjustments to offsets and scales. Fixed a bug where other armors wouldn't absorb damage if at least one of them is depleted. Reduced armor bonus pickup amount to 1, and made it absorb more damage the more you have, up to a 75% cap at max amount. Tweaked vibration on the Chainsaw. More particles for rockets and flak slugs. Reduced delay for rocket launcher refire. Fixed Pulse balls having no XY billboarding. Tweaked Pulse bolt visual effects. Reduced shake of Shock Rifle and Enhanced Shock Rifle to more bearable levels. Fixed clipping on the Ripper after offsets were changed.
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parent
9561ca57b1
commit
07915ea7c2
13 changed files with 454 additions and 109 deletions
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@ -68,6 +68,7 @@ Class MinigunTracer : Actor
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override void Tick()
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{
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Super.Tick();
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if ( level.frozen || globalfreeze ) return;
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Vector3 dir = level.Vec3Diff(pos,dest);
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if ( dir.length() < 160 )
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{
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@ -106,14 +107,14 @@ Class Minigun : UTWeapon
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(32,255,255,0),1);
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A_AlertMonsters();
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if ( alt ) A_QuakeEx(3,3,3,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
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else A_QuakeEx(2,2,2,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
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if ( alt ) A_QuakeEx(2,2,2,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
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else A_QuakeEx(1,1,1,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
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let l = Spawn("MinigunLight",pos);
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l.target = self;
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if ( !alt ) MinigunLight(l).cnt--;
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Vector3 x, y, z, x2, y2, z2;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+y*4.0-z*4.0;
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Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+y*2.0-z*2.0;
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double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,alt?0.05:0.02);
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[x2, y2, z2] = Matrix4.GetAxes(BulletSlope(),angle,roll);
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Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
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@ -159,6 +160,14 @@ Class Minigun : UTWeapon
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t.pitch = asin(-dir.z);
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MinigunTracer(t).dest = d.HitLocation;
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}
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for ( int i=0; i<8; i++ )
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{
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let s = Spawn("UTViewSmoke",origin);
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UTViewSmoke(s).ofs = (10,2,-2);
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s.scale *= 1.5;
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UTViewSmoke(s).vvel += (FRandom[Minigun](0.2,0.8),FRandom[Minigun](-0.3,0.3),FRandom[Minigun](-0.3,0.3));
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s.target = self;
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}
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origin += x*8.0+y*5.0-z*5.0;
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let c = Spawn("UTCasing",origin);
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c.vel = x*FRandom[Junk](-2,2)+y*FRandom[Junk](3,6)+z*FRandom[Junk](3,5);
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