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

@ -305,7 +305,7 @@ Class ShockBeam : Actor
if ( isFrozen() ) return;
if ( !moving ) return;
// step trace
tracedir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
tracedir = dt_Utility.Vec3FromAngle(angle,pitch);
t.ShootThroughList.Clear();
t.Trace(pos,cursector,tracedir,1000,0);
for ( int i=0; i<t.ShootThroughList.Size(); i++ )
@ -538,7 +538,7 @@ Class SuperShockBeam : Actor
if ( isFrozen() ) return;
if ( !moving ) return;
// step trace
tracedir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
tracedir = dt_Utility.Vec3FromAngle(angle,pitch);
t.ShootThroughList.Clear();
t.Trace(pos,cursector,tracedir,2000,0);
for ( int i=0; i<t.ShootThroughList.Size(); i++ )
@ -841,7 +841,7 @@ Class ShockBall : Actor
Spawn("ShockExplLight",pos);
A_SetScale(1.0);
let r = Spawn("ShockBeamRing",pos);
Vector3 HitNormal = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
Vector3 HitNormal = dt_Utility.Vec3FromAngle(angle,pitch);
if ( BlockingLine ) HitNormal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
else if ( BlockingFloor )
{
@ -934,7 +934,7 @@ Class SuperShockBall : Actor
Spawn("SuperShockExplLight",pos);
A_SetScale(1.5);
let r = Spawn("SuperShockBeamRing",pos);
Vector3 HitNormal = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
Vector3 HitNormal = dt_Utility.Vec3FromAngle(angle,pitch);
if ( BlockingLine ) HitNormal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
else if ( BlockingFloor )
{
@ -1106,7 +1106,7 @@ Class ShockRifle : UTWeapon
Actor p = Spawn("ShockBall",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++ )
{
@ -1141,6 +1141,7 @@ Class ShockRifle : UTWeapon
Weapon.AmmoUse2 1;
Weapon.AmmoGive 20;
UTWeapon.DropAmmo 5;
UTWeapon.NameColor "80 00 FF";
}
States
{
@ -1287,7 +1288,7 @@ Class EnhancedShockRifle : UTWeapon
Actor p = Spawn("SuperShockBall",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++ )
{
@ -1327,6 +1328,7 @@ Class EnhancedShockRifle : UTWeapon
Weapon.AmmoUse2 1;
Weapon.AmmoGive 50;
UTWeapon.DropAmmo 5;
UTWeapon.NameColor "80 00 FF";
+WEAPON.AMMO_OPTIONAL;
+WEAPON.ALT_AMMO_OPTIONAL;
+WEAPON.CHEATNOTWEAPON;