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:
parent
1ddda70712
commit
72eb6ca8d1
17 changed files with 254 additions and 21 deletions
|
|
@ -348,6 +348,7 @@ Class PulseGun : UTWeapon
|
|||
invoker.FireEffect();
|
||||
UTMainHandler.DoFlash(self,Color(32,128,255,128),1);
|
||||
A_AlertMonsters();
|
||||
A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
|
||||
Vector3 x, y, z;
|
||||
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+4.5*y-2.4*z;
|
||||
|
|
@ -383,7 +384,7 @@ Class PulseGun : UTWeapon
|
|||
invoker.FireEffect();
|
||||
UTMainHandler.DoFlash(self,Color(32,128,255,128),1);
|
||||
A_AlertMonsters();
|
||||
A_QuakeEx(1,1,1,2,0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
|
||||
A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
|
||||
A_Overlay(-2,"MuzzleFlash");
|
||||
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
|
||||
A_OverlayRenderstyle(-2,STYLE_Add);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue