Various rebalances. Corrected some things that weren't 1:1 with UT.
Restored original flak chunk damage function (no longer falls off with distance). Fixed the minigun altfire shooting bullets at the same speed as the primary fire. Small hackaround for janky player movement while moving down slopes. [WIP] The very beginning of an UT gore system (toggleable).
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11 changed files with 99 additions and 34 deletions
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@ -306,6 +306,7 @@ Class Enforcer : UTWeapon
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if ( alt ) origin = origin-z*3.0+ydir*y*1.0;
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else origin = origin-z*1.0+ydir*y*4.0;
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double a = FRandom[Enforcer](0,360), s = FRandom[Enforcer](0,alt?0.08:0.004);
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if ( invoker.SlaveActive ) s *= 3;
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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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FLineTraceData d;
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@ -314,7 +315,9 @@ Class Enforcer : UTWeapon
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{
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int dmg = Random[Enforcer](12,17);
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dmg = d.HitActor.DamageMobj(invoker,self,dmg,'shot',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
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UTMainHandler.DoKnockback(d.HitActor,d.HitDir,3000);
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double mm = 3000;
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if ( FRandom[Enforcer](0,1) < 0.2 ) mm *= 5;
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UTMainHandler.DoKnockback(d.HitActor,d.HitDir,mm);
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if ( d.HitActor.bNOBLOOD )
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{
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let p = Spawn("BulletImpact",d.HitLocation);
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