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