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

@ -65,8 +65,8 @@ Class SniperRifle : UTWeapon
override void RenderOverlay( RenderEvent e )
{
PlayerInfo p = players[consoleplayer];
if ( (p.Camera != Owner) || (sniperzoom <= 1.) ) Shader.SetEnabled(p,"UTRifleScope",false);
else Shader.SetEnabled(p,"UTRifleScope",CVar.GetCVar('flak_zoomshader',p).GetBool());
if ( (p.Camera != Owner) || (sniperzoom <= 1.) ) PPShader.SetEnabled("UTRifleScope",false);
else PPShader.SetEnabled("UTRifleScope",flak_zoomshader);
}
override void DoEffect()
{
@ -101,7 +101,7 @@ Class SniperRifle : UTWeapon
FLineTraceData d;
double pt = BulletSlope();
LineTrace(angle,10000,pt,TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
UTBulletTrail.DoTrail(self,origin,(cos(angle)*cos(pt),sin(angle)*cos(pt),-sin(pt)),10000,1);
UTBulletTrail.DoTrail(self,origin,dt_Utility.Vec3FromAngle(angle,pt),10000,1);
if ( d.HitType == TRACE_HitActor )
{
int dmg = 45;
@ -188,6 +188,7 @@ Class SniperRifle : UTWeapon
Weapon.AmmoGive 8;
Weapon.Kickback 250;
UTWeapon.DropAmmo 2;
UTWeapon.NameColor "00 00 FF";
+NOEXTREMEDEATH;
}
States
@ -247,11 +248,11 @@ Class SniperRifle : UTWeapon
{
if ( invoker.sniperzoom > 1. )
{
if ( CVar.GetCVar('flak_zoomsound',players[consoleplayer]).GetBool() && CheckLocalView() )
if ( flak_zoomsound && CheckLocalView() )
A_StartSound("sniper/zoomdown",CHAN_WEAPONMISC,CHANF_OVERLAP);
return ResolveState("AltHold2");
}
if ( CVar.GetCVar('flak_zoomsound',players[consoleplayer]).GetBool() && CheckLocalView() )
if ( flak_zoomsound && CheckLocalView() )
A_StartSound("sniper/zoomup",CHAN_WEAPONMISC,CHANF_OVERLAP);
return ResolveState(null);
}
@ -271,7 +272,7 @@ Class SniperRifle : UTWeapon
Deselect:
SRFD A 0
{
if ( (invoker.sniperzoom>1.0) && CVar.GetCVar('flak_zoomsound',players[consoleplayer]).GetBool() && CheckLocalView() )
if ( (invoker.sniperzoom>1.0) && flak_zoomsound && CheckLocalView() )
A_StartSound("sniper/zoomdown",CHAN_WEAPONMISC,CHANF_OVERLAP);
A_ZoomFactor(invoker.sniperzoom=1.0,ZOOM_INSTANT);
}