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.
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1761 changed files with 4461 additions and 1597 deletions
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@ -61,7 +61,7 @@ Class BulletImpact : Actor
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Super.PostBeginPlay();
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A_SprayDecal("Pock",-20);
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int numpt = int(Random[Enforcer](5,10)*scale.x*4);
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Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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Vector3 x = dt_Utility.Vec3FromAngle(angle,pitch);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (x+(FRandom[Enforcer](-.8,.8),FRandom[Enforcer](-.8,.8),FRandom[Enforcer](-.8,.8))).unit()*FRandom[Enforcer](0.1,1.2);
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@ -383,7 +383,7 @@ Class Enforcer : UTWeapon
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else origin = level.Vec3Offset(origin,-z+ydir*y*4);
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double a = FRandom[Enforcer](0,360), s = FRandom[Enforcer](0,alt?invoker.altaccuracy:0.004);
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[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
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Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
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FLineTraceData d;
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LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
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UTBulletTrail.DoTrail(self,origin,dir,10000,int((invoker.Amount+alt)**2));
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@ -485,6 +485,7 @@ Class Enforcer : UTWeapon
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Weapon.AmmoGive 30;
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Weapon.Kickback 180;
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UTWeapon.DropAmmo 10;
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UTWeapon.NameColor "C8 C8 FF";
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Enforcer.ClipCount 20;
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Enforcer.SlaveClipCount 20;
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}
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