Impact Hammer fully implemented. Began working on Chainsaw.

Tweaked the shake effect on all weapons.
Covered up some seams on redeemer texture. Moved the model slightly to cover up a gap.
Corrected the chainsaw and translocator HUD icons.
This commit is contained in:
Marisa the Magician 2018-05-26 00:07:23 +02:00
commit 72eb6ca8d1
17 changed files with 254 additions and 21 deletions

View file

@ -66,7 +66,7 @@ Class ImpactHammer : UTWeapon replaces Fist
if ( d.HitType == TRACE_HitActor )
{
d.HitActor.DamageMobj(invoker,self,60*realcharge,'impact');
d.HitActor.vel += x*(1000/d.HitActor.mass)*realcharge;
d.HitActor.vel = x*(1000/d.HitActor.mass)*realcharge;
if ( d.HitActor.bNOBLOOD )
{
let p = Spawn("HammerImpact",d.HitLocation-d.HitDir*4);
@ -81,7 +81,7 @@ Class ImpactHammer : UTWeapon replaces Fist
}
else if ( d.HitType != TRACE_HitNone )
{
realcharge = max(1.0,invoker.chargesize);
realcharge = max(1.0,realcharge);
DamageMobj(invoker,self,24*realcharge,'impact'); // It's a flat damage of 36 on UT, but I think it's more fair for it to scale
TraceBleed(24*realcharge,invoker);
vel -= x*(1200/mass)*realcharge;
@ -90,8 +90,8 @@ Class ImpactHammer : UTWeapon replaces Fist
p.pitch = asin(-d.HitDir.z);
if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
}
A_QuakeEx(realcharge*4,realcharge*4,realcharge*4,12,0,96,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:realcharge*0.2);
realcharge = max(1.0,invoker.chargesize);
A_QuakeEx(realcharge*6,realcharge*6,realcharge*6,16,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:realcharge*0.2);
realcharge = max(1.0,realcharge);
int numpt = Random[Impact](20,40);
for ( int i=0; i<numpt; i++ )
{
@ -112,7 +112,7 @@ Class ImpactHammer : UTWeapon replaces Fist
A_PlaySound("impact/fire",CHAN_WEAPON);
invoker.FireEffect();
A_AlertMonsters();
A_QuakeEx(2,2,2,6,0,96,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z;
@ -122,7 +122,7 @@ Class ImpactHammer : UTWeapon replaces Fist
if ( d.HitType == TRACE_HitActor )
{
d.HitActor.DamageMobj(invoker,self,20*dscale,'impact');
d.HitActor.vel += x*(500/d.HitActor.mass)*dscale;
d.HitActor.vel = x*(500/d.HitActor.mass)*dscale;
}
else if ( d.HitType != TRACE_HitNone )
{