1.2 update w/ GZDoom 4.9 features:

- Changeable player skins.
 - Ammo LEDs are now 1:1 with UT by using canvas textures.
 - Integrate some add-ons, including reskins.
 - Various fixes (some backported from Demolitionist).
 - Migrated from libeye to Gutamatics.
This commit is contained in:
Marisa the Magician 2022-11-05 23:59:16 +01:00
commit 602a89cc68
1761 changed files with 4461 additions and 1597 deletions

View file

@ -647,7 +647,7 @@ Class BioGlob : BioGel
void SpawnSplash()
{
Vector3 ofs = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
Vector3 ofs = dt_Utility.Vec3FromAngle(angle,pitch);
for ( int i=0; i<2; i++ )
{
if ( numsplash-- <= 0 ) return;
@ -659,7 +659,7 @@ Class BioGlob : BioGel
d.scale *= FRandom[GES](0.5,0.7);
d.angle = atan2(dir.y,dir.x);
d.pitch = -asin(dir.z);
d.vel = (cos(d.angle)*cos(d.pitch),sin(d.angle)*cos(d.pitch),-sin(d.pitch))*d.speed*FRandom[GES](0.4,0.6);
d.vel = dt_Utility.Vec3FromAngle(d.angle,d.pitch)*d.speed*FRandom[GES](0.4,0.6);
d.vel.z -= 2;
}
}
@ -724,7 +724,7 @@ Class BioRifle : UTWeapon
else p = Spawn("BioGel",origin);
p.angle = angle;
p.pitch = BulletSlope();
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
p.vel = dt_Utility.Vec3FromAngle(p.angle,p.pitch)*p.speed;
p.target = self;
for ( int i=0; i<12; i++ )
{
@ -781,6 +781,7 @@ Class BioRifle : UTWeapon
Weapon.AmmoUse2 1;
Weapon.AmmoGive 25;
UTWeapon.DropAmmo 5;
UTWeapon.NameColor "00 FF 00";
}
States
{