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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@ -74,20 +74,26 @@ Class Minigun : UTWeapon
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{
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int bcnt, tcnt;
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MinigunLED ammoled;
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ui Canvas AmmoLed;
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ui TextureID LedBase, LedFont;
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override void DoEffect()
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override void RenderOverlay( RenderEvent e )
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{
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Super.DoEffect();
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if ( !ammoled )
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Vector2 fnt[] =
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{
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let ti = ThinkerIterator.Create("MinigunLED");
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while ( ammoled=MinigunLED(ti.Next()) ) break;
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if ( !ammoled ) ammoled = MinigunLED(Spawn("MinigunLED"));
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}
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if ( !Owner || !Owner.player || (Owner != players[consoleplayer].Camera) ) return;
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ammoled.mygun = self;
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TexMan.SetCameraToTexture(ammoled,"MiniALed",90);
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(0,1), (21,1), (42,1), (63,1), (84,1),
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(105,1), (126,1), (147,1), (168,1), (189,1)
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};
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if ( !AmmoLed ) AmmoLed = TexMan.GetCanvas("MiniALed");
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if ( !LedBase ) LedBase = TexMan.CheckForTexture("models/miniammoledbase.png",TexMan.Type_Any);
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if ( !LedFont ) LedFont = TexMan.CheckForTexture("models/LEDFont2.png",TexMan.Type_Any);
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AmmoLed.DrawTexture(LedBase,false,0,0);
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int dg3 = (Ammo1.Amount/100)%10;
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int dg2 = (Ammo1.Amount/10)%10;
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int dg1 = Ammo1.Amount%10;
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AmmoLed.DrawTexture(LedFont,false,2,14,DTA_SrcX,fnt[dg3].x,DTA_SrcY,fnt[dg3].y,DTA_SrcWidth,20,DTA_SrcHeight,35,DTA_DestWidth,20,DTA_DestHeight,35,DTA_Color,0xFFFF0000);
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AmmoLed.DrawTexture(LedFont,false,22,14,DTA_SrcX,fnt[dg2].x,DTA_SrcY,fnt[dg2].y,DTA_SrcWidth,20,DTA_SrcHeight,35,DTA_DestWidth,20,DTA_DestHeight,35,DTA_Color,0xFFFF0000);
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AmmoLed.DrawTexture(LedFont,false,42,14,DTA_SrcX,fnt[dg1].x,DTA_SrcY,fnt[dg1].y,DTA_SrcWidth,20,DTA_SrcHeight,35,DTA_DestWidth,20,DTA_DestHeight,35,DTA_Color,0xFFFF0000);
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}
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action void A_FireBullet( bool alt = false )
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@ -115,7 +121,7 @@ Class Minigun : UTWeapon
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+y*2-z*2);
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double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,alt?0.05:0.02);
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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,alt?5:3);
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@ -216,6 +222,7 @@ Class Minigun : UTWeapon
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Weapon.AmmoGive 50;
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Weapon.Kickback 180;
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UTWeapon.DropAmmo 20;
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UTWeapon.NameColor "FF FF 00";
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}
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States
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{
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