Corrected thrust angle of all trace-based damages.

This commit is contained in:
Marisa the Magician 2018-06-06 00:47:10 +02:00
commit 729563f8ae
6 changed files with 13 additions and 13 deletions

View file

@ -68,7 +68,7 @@ Class UTChainsaw : UTWeapon
if ( d.HitType == TRACE_HitActor )
{
int dmg = Random[Chainsaw](20,30);
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'slashed');
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'slashed',DMG_USEANGLE,atan2(d.HitDir.y,d.HitDir.x));
d.HitActor.vel -= x*(500/d.HitActor.mass);
vel += x*(100/mass);
if ( d.HitActor.player ) d.HitActor.A_QuakeEx(5,5,5,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.25);
@ -106,8 +106,8 @@ Class UTChainsaw : UTWeapon
{
int dmg = Random[Chainsaw](50,60);
if ( d.HitLocation.z >= (d.HitActor.pos.z+d.HitActor.height*0.8) )
dmg = d.HitActor.DamageMobj(invoker,self,dmg*2,'Decapitated');
else dmg = d.HitActor.DamageMobj(invoker,self,dmg,'slashed');
dmg = d.HitActor.DamageMobj(invoker,self,dmg*2,'Decapitated',DMG_USEANGLE,atan2(d.HitDir.y,d.HitDir.x));
else dmg = d.HitActor.DamageMobj(invoker,self,dmg,'slashed',DMG_USEANGLE,atan2(d.HitDir.y,d.HitDir.x));
d.HitActor.vel = -y*(1200/d.HitActor.mass);
vel += x*(100/mass);
if ( d.HitActor.player ) d.HitActor.A_QuakeEx(5,5,5,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.25);

View file

@ -306,7 +306,7 @@ Class Enforcer : UTWeapon replaces Pistol
if ( d.HitType == TRACE_HitActor )
{
int dmg = Random[Enforcer](15,20);
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'shot');
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'shot',DMG_USEANGLE,atan2(d.HitDir.y,d.HitDir.x));
if ( d.HitActor.bNOBLOOD )
{
let p = Spawn("BulletImpact",d.HitLocation);

View file

@ -76,7 +76,7 @@ Class ImpactHammer : UTWeapon replaces Fist
if ( d.HitType == TRACE_HitActor )
{
int dmg = Random[Impact](60,80)*realcharge;
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact');
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
d.HitActor.vel = x*(1000/d.HitActor.mass)*realcharge;
if ( d.HitActor.bNOBLOOD )
{
@ -94,7 +94,7 @@ Class ImpactHammer : UTWeapon replaces Fist
{
realcharge = max(1.0,realcharge);
int dmg = Random[Impact](16,24)*realcharge; // It's a flat damage of 36 on UT, but I think it's more fair for it to scale
dmg = DamageMobj(invoker,self,dmg,'impact');
dmg = DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
TraceBleed(dmg,invoker);
vel -= x*(1200/mass)*realcharge;
let p = Spawn("HammerImpact",d.HitLocation-d.HitDir*4);
@ -138,13 +138,13 @@ Class ImpactHammer : UTWeapon replaces Fist
if ( d.HitType == TRACE_HitActor )
{
int dmg = Random[Impact](25,35)*dscale;
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact');
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
d.HitActor.vel = x*(500/d.HitActor.mass)*dscale;
}
else if ( d.HitType != TRACE_HitNone )
{
int dmg = Random[Impact](16,24)*dscale;
dmg = DamageMobj(invoker,self,dmg,'impact');
dmg = DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
vel -= x*(600/mass)*dscale;
if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
}

View file

@ -123,7 +123,7 @@ Class Minigun : UTWeapon
if ( d.HitType == TRACE_HitActor )
{
int dmg = Random[Minigun](12,18); // fun fact: the Minigun is one of the few weapons that has actual RNG damage in UT
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'shot');
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'shot',DMG_USEANGLE,atan2(d.HitDir.y,d.HitDir.x));
if ( d.HitActor.bNOBLOOD )
{
let p = Spawn("BulletImpact",d.HitLocation);

View file

@ -339,7 +339,7 @@ Class ShockBeam : Actor
}
else
{
t.Results.HitActor.DamageMobj(self,target,Random[ASMD](35,50),'jolted');
t.Results.HitActor.DamageMobj(self,target,Random[ASMD](35,50),'jolted',DMG_USEANGLE,atan2(t.Results.HitVector.y,t.Results.HitVector.x));
let r = Spawn("ShockBeamRing",pos);
r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
r.pitch = asin(-t.Results.HitVector.z);
@ -560,7 +560,7 @@ Class SuperShockBeam : Actor
}
else
{
t.Results.HitActor.DamageMobj(self,target,Random[ASMD](3500,5000),'joltedX');
t.Results.HitActor.DamageMobj(self,target,Random[ASMD](3500,5000),'joltedX',DMG_USEANGLE,atan2(t.Results.HitVector.y,t.Results.HitVector.x));
let r = Spawn("SuperShockBeamRing",pos);
r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
r.pitch = asin(-t.Results.HitVector.z);

View file

@ -89,8 +89,8 @@ Class SniperRifle : UTWeapon
{
int dmg = Random[Sniper](45,60);
if ( d.HitLocation.z >= (d.HitActor.pos.z+d.HitActor.height*0.8) )
dmg = d.HitActor.DamageMobj(invoker,self,dmg+70,'Decapitated');
else dmg = d.HitActor.DamageMobj(invoker,self,dmg,'shot');
dmg = d.HitActor.DamageMobj(invoker,self,dmg+70,'Decapitated',DMG_USEANGLE,atan2(d.HitDir.y,d.HitDir.x));
else dmg = d.HitActor.DamageMobj(invoker,self,dmg,'shot',DMG_USEANGLE,atan2(d.HitDir.y,d.HitDir.x));
if ( d.HitActor.bNOBLOOD )
{
let p = Spawn("BulletImpact",d.HitLocation);