Reverted radius/height changes to items, it causes issues on many maps.
Implemented proper HUD rendering, along with toggling and resizing. Works just like in UT now. Added "extended" version of the Beta menu music, quickly put together in OpenMPT. I really like it. Added M_DOOM graphic and changed the titlemap texture. Made various screen graphics additive now that I know how to. Separated pickup and first person brightmaps for Pulse Gun, this is needed for beta skin packs (there will be skins for the Pulse Gun, Redeemer and Impact Hammer).
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27 changed files with 295 additions and 327 deletions
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@ -288,6 +288,7 @@ Class Translocator : UTWeapon
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p.target = self;
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p.angle = angle;
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p.pitch = BulletSlope();
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p.A_SetSize(radius);
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Vector3 dir = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch));
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dir.z += 0.35*(1-abs(dir.z));
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p.vel = dir*p.speed;
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@ -323,10 +324,13 @@ Class Translocator : UTWeapon
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}
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// check if there's enough space
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Vector3 oldpos = pos, newpos = invoker.module.pos;
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double modulefloorz = invoker.module.floorz, moduleceilingz = invoker.module.ceilingz;
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bool bBroken = invoker.module.bAMBUSH;
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invoker.module.Destroy();
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invoker.FireEffect();
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A_AlertMonsters();
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// squeeze down new z if ceiling is in the way
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if ( (newpos.z+height > moduleceilingz) ) newpos.z = max(modulefloorz,moduleceilingz-height);
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if ( Warp(self,newpos.x,newpos.y,newpos.z,flags:WARPF_ABSOLUTEPOSITION|WARPF_TESTONLY) && TeleportMove(newpos,true) )
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{
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SpawnTeleportFog(oldpos,true,false);
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@ -357,9 +361,6 @@ Class Translocator : UTWeapon
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Weapon.SlotNumber 1;
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Weapon.SelectionOrder 10;
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+WEAPON.NO_AUTO_SWITCH;
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Radius 5;
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Height 16;
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UTWeapon.DroppedHeight 4;
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}
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States
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{
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@ -412,11 +413,11 @@ Class Translocator : UTWeapon
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Goto Idle2;
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Deselect:
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TLCD A 0 A_JumpIf(invoker.module,"Deselect2");
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TLCD ABCDEFG 2;
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TLCD ABCDEFG 1;
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TLCD G 1 A_Lower(int.max);
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Wait;
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Deselect2:
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TLD2 ABCDEFG 2;
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TLD2 ABCDEFG 1;
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TLD2 G 1 A_Lower(int.max);
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Wait;
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}
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