Added activatable items for Heretic, along with a full inventory bar.
Support new versions of Kinsie's test map. Switch to new GetAxes implementation across the board. Minor fixes here and there.
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1ed7083113
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42 changed files with 663 additions and 111 deletions
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@ -55,6 +55,7 @@ Class ChunkLight : DynamicLight
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Destroy();
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return;
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}
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SetOrigin(target.pos,true);
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if ( isFrozen() ) return;
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args[LIGHT_RED] = int(255*(10-target.frame)*0.1);
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args[LIGHT_GREEN] = int(224*(10-target.frame)*0.1);
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@ -460,7 +461,7 @@ Class FlakSlug : Actor
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Spawn("SlugLight",pos);
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Vector3 x, y, z;
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double a, s;
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[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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Actor p;
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Vector3 spawnofs;
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if ( BlockingMobj ) spawnofs = level.Vec3Diff(pos,BlockingMobj.Vec3Offset(0,0,BlockingMobj.height/2)).unit()*8;
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@ -564,12 +565,12 @@ Class FlakCannon : UTWeapon
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A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
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Vector3 x, y, z;
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double a, s;
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[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+4.0*y-3.0*z;
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A_Overlay(-2,"MuzzleFlash");
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A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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A_OverlayRenderstyle(-2,STYLE_Add);
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[x, y, z] = dt_Matrix4.GetAxes(BulletSlope(),angle,roll);
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[x, y, z] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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Vector3 offsets[8]; // vanilla adds these to each chunk
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offsets[0] = (0,0,0);
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offsets[1] = -z;
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@ -623,7 +624,7 @@ Class FlakCannon : UTWeapon
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A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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Vector3 x, y, z;
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double a, s;
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[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-3.0*z;
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A_Overlay(-2,"MuzzleFlash");
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A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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