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

@ -791,7 +791,7 @@ Class ShockRifle : UTWeapon
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(128,128,0,255),1);
A_AlertMonsters();
A_QuakeEx(3,3,3,4,0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
A_QuakeEx(3,3,3,4,0,1,"",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;
@ -810,7 +810,7 @@ Class ShockRifle : UTWeapon
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(128,128,0,255),1);
A_AlertMonsters();
A_QuakeEx(3,3,3,8,0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
A_QuakeEx(3,3,3,8,0,1,"",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;
@ -859,7 +859,7 @@ Class ShockRifle : UTWeapon
ASMA BCDEFGHIJ 2;
Goto Idle;
Deselect:
ASMD ABCDEFG 1;
ASMD ABCDEFG 2;
ASMD G 1 A_Lower(int.max);
Wait;
Select:
@ -900,7 +900,7 @@ Class EnhancedShockRifle : UTWeapon replaces InvulnerabilitySphere
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(128,255,128,0),1);
A_AlertMonsters();
A_QuakeEx(8,8,8,12,0,96,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.25);
A_QuakeEx(8,8,8,12,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.25);
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;
@ -919,7 +919,7 @@ Class EnhancedShockRifle : UTWeapon replaces InvulnerabilitySphere
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(128,255,128,0),1);
A_AlertMonsters();
A_QuakeEx(8,8,8,16,0,96,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.25);
A_QuakeEx(8,8,8,16,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.25);
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;
@ -968,7 +968,7 @@ Class EnhancedShockRifle : UTWeapon replaces InvulnerabilitySphere
ASMA BCDEFGHIJ 2;
Goto Idle;
Deselect:
ASMD ABCDEFG 1;
ASMD ABCDEFG 2;
ASMD G 1 A_Lower(int.max);
Wait;
Select: