A couple more things, including an ambient glow shader effect, some more item replacements, and menu options.

Damage Amplifier has been implemented. Armor items are being worked on. Powerups will come later, then I'll continue doing more weapons.
This commit is contained in:
Marisa the Magician 2018-05-20 02:10:30 +02:00
commit 5248ac8fd6
108 changed files with 920 additions and 175 deletions

View file

@ -160,6 +160,13 @@ Class BioGel : Actor
A_SetRoll(roll+rollvel,SPF_INTERPOLATE);
A_SetPitch(pitch+pitchvel,SPF_INTERPOLATE);
A_SetPitch(pitch+yawvel,SPF_INTERPOLATE);
if ( waterlevel > 0 )
{
vel.xy *= 0.98;
rollvel *= 0.98;
pitchvel *= 0.98;
yawvel *= 0.98;
}
}
if ( !InStateSequence(CurState,FindState("XDeath")) && ((!bNOGRAVITY && !Random[GES](0,2)) || !Random[GES](0,10)) )
{
@ -211,7 +218,8 @@ Class BioGel : Actor
roll = 0;
LineTrace(angle+180,172,0,TRF_THRUACTORS,data:d);
SetOrigin(d.HitLocation+normal*0.5,false);
hittype = HIT_WALL;
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
else hittype = HIT_WALL;
}
else if ( pos.z <= floorz+4 )
{
@ -229,7 +237,8 @@ Class BioGel : Actor
angle = atan2(normal.y,normal.x);
roll = FRandom[GES](0,360);
SetOrigin((pos.x,pos.y,ceilingz)+normal*0.5,false);
if ( normal dot (0,0,-1) > 0.7 )
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
else if ( normal dot (0,0,-1) > 0.7 )
hittype = HIT_CEILING;
else hittype = HIT_FLOOR;
}
@ -385,6 +394,7 @@ Class BioRifle : UTWeapon
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
}
A_PlaySound("ges/fire",CHAN_WEAPON);
invoker.FireEffect();
A_AlertMonsters();
if ( alt ) A_QuakeEx(1+0.5*invoker.charge,1+0.5*invoker.charge,1+0.5*invoker.charge,5+1.2*invoker.charge,0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05+0.01*invoker.charge);
else A_QuakeEx(1,1,1,5,0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);