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:
parent
81ffca403d
commit
602a89cc68
1761 changed files with 4461 additions and 1597 deletions
|
|
@ -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;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue