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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@ -103,7 +103,7 @@ Class Razor2 : Actor
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A_AlertMonsters();
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A_SprayDecal("WallCrack",-20);
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int numpt = Random[Ripper](5,10);
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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[Ripper](-.8,.8),FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8))).unit()*FRandom[Ripper](0.1,1.2);
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@ -183,7 +183,7 @@ Class Razor2Alt : Razor2
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A_Explode(34,90,damagetype:'RipperAltDeath');
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A_QuakeEx(3,3,3,10,0,140,"",QF_RELATIVE|QF_SCALEDOWN,falloff:90,rollIntensity:0.1);
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int numpt = Random[Ripper](10,20);
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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[Ripper](-.8,.8),FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8))).unit()*FRandom[Ripper](0.1,1.2);
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@ -239,6 +239,7 @@ Class Ripper2 : UTWeapon
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 10;
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UTWeapon.DropAmmo 5;
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UTWeapon.NameColor "00 FF FF";
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}
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action void A_RazorFire( bool alt = false )
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{
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@ -261,7 +262,7 @@ Class Ripper2 : UTWeapon
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else p = Spawn("Razor2",origin);
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p.angle = angle;
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p.pitch = BulletSlope();
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p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
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p.vel = dt_Utility.Vec3FromAngle(p.angle,p.pitch)*p.speed;
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p.target = self;
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}
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States
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