Finished biorifle, began work on pulsegun.
Added some extra particle effects just for kicks. Made various actors freeze-aware. Tweaked a couple things here and there.
This commit is contained in:
parent
d718eb6a9c
commit
73e8e8ada9
96 changed files with 1437 additions and 133 deletions
|
|
@ -5,7 +5,6 @@ Class WarheadAmmo : Ammo
|
|||
{
|
||||
Tag "Redeemer Missile";
|
||||
Inventory.PickupMessage "You picked up a Redeemer Missile.";
|
||||
Inventory.PickupSound "ut/ammo";
|
||||
Inventory.Amount 1;
|
||||
Inventory.MaxAmount 2;
|
||||
Ammo.BackpackAmount 0;
|
||||
|
|
@ -48,6 +47,7 @@ Class ShockWave : Actor
|
|||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if ( globalfreeze || level.frozen ) return;
|
||||
if ( alpha <= 0 ) return;
|
||||
icount++;
|
||||
if ( icount == 4 ) Spawn("WarheadSubExplosion",pos);
|
||||
|
|
@ -136,6 +136,12 @@ Class WarheadHitbox : Actor
|
|||
}
|
||||
SetOrigin(target.pos-(0,0,height*0.5),true);
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A 10 A_AlertMonsters(0,AMF_TARGETEMITTER);
|
||||
Wait;
|
||||
}
|
||||
}
|
||||
|
||||
Class WarheadExplodLight : DynamicLight
|
||||
|
|
@ -155,6 +161,7 @@ Class WarheadExplodLight : DynamicLight
|
|||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if ( globalfreeze || level.frozen ) return;
|
||||
args[LIGHT_RED] = 255*lifetime;
|
||||
args[LIGHT_GREEN] = 192*lifetime;
|
||||
args[LIGHT_BLUE] = 128*lifetime;
|
||||
|
|
@ -218,6 +225,7 @@ Class WarShell : Actor
|
|||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if ( globalfreeze || level.frozen ) return;
|
||||
if ( vel.length() > 0 )
|
||||
{
|
||||
Vector3 dir = vel.unit();
|
||||
|
|
@ -251,6 +259,7 @@ Class WarShell : Actor
|
|||
A_SprayDecal("BigBlast");
|
||||
A_QuakeEx(8,8,8,20,0,300,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.35);
|
||||
A_PlaySound("shock/hit",CHAN_VOICE,attenuation:0.5);
|
||||
A_AlertMonsters();
|
||||
A_SetRenderStyle(1.0,STYLE_Add);
|
||||
Spawn("WarheadExplodLight",pos);
|
||||
let s = Spawn("ShockWave",pos);
|
||||
|
|
@ -264,6 +273,7 @@ Class WarShell : Actor
|
|||
A_SprayDecal("BigBlast");
|
||||
A_QuakeEx(8,8,8,20,0,300,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.35);
|
||||
A_PlaySound("shock/hit",CHAN_VOICE,attenuation:0.5);
|
||||
A_AlertMonsters();
|
||||
A_SetRenderStyle(1.0,STYLE_Add);
|
||||
Spawn("WarheadExplodLight",pos);
|
||||
}
|
||||
|
|
@ -299,6 +309,7 @@ Class GuidedWarShell : WarShell
|
|||
override void Tick()
|
||||
{
|
||||
Actor.Tick();
|
||||
if ( globalfreeze || level.frozen ) return;
|
||||
if ( !bMISSILE ) return;
|
||||
if ( !target || !target.player || (target.Health <= 0) )
|
||||
{
|
||||
|
|
@ -475,10 +486,6 @@ Class RedeemerHUDHandler : EventHandler
|
|||
Class WarheadLauncher : UTWeapon
|
||||
{
|
||||
Actor guided;
|
||||
action void A_Selecting()
|
||||
{
|
||||
A_PlaySound("warhead/select",CHAN_WEAPON);
|
||||
}
|
||||
action void A_WarheadFire()
|
||||
{
|
||||
Weapon weap = Weapon(invoker);
|
||||
|
|
@ -486,6 +493,7 @@ Class WarheadLauncher : UTWeapon
|
|||
if ( weap.Ammo1.Amount <= 0 ) return;
|
||||
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
|
||||
A_PlaySound("warhead/fire",CHAN_WEAPON);
|
||||
A_AlertMonsters();
|
||||
A_QuakeEx(6,6,6,20,0,100,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
|
||||
Vector3 x, y, z;
|
||||
double a, s;
|
||||
|
|
@ -505,6 +513,7 @@ Class WarheadLauncher : UTWeapon
|
|||
if ( weap.Ammo1.Amount <= 0 ) return;
|
||||
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
|
||||
A_PlaySound("warhead/fire",CHAN_WEAPON);
|
||||
A_AlertMonsters();
|
||||
A_QuakeEx(6,6,6,20,0,100,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
|
||||
Vector3 x, y, z;
|
||||
double a, s;
|
||||
|
|
@ -524,6 +533,7 @@ Class WarheadLauncher : UTWeapon
|
|||
{
|
||||
Tag "Redeemer";
|
||||
Inventory.PickupMessage "You got the Redeemer.";
|
||||
Weapon.UpSound "warhead/select";
|
||||
Weapon.SlotNumber 0;
|
||||
Weapon.AmmoType "WarheadAmmo";
|
||||
Weapon.AmmoUse 1;
|
||||
|
|
@ -539,8 +549,7 @@ Class WarheadLauncher : UTWeapon
|
|||
RDMP B -1;
|
||||
Stop;
|
||||
Ready:
|
||||
WARS A 1 A_Selecting();
|
||||
WARS BCDEFGHIJKLMNO 1;
|
||||
WARS ABCDEFGHIJKLMNO 1;
|
||||
Idle:
|
||||
WARI A 1
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue