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.
This commit is contained in:
parent
1ed7083113
commit
76df49e62b
42 changed files with 663 additions and 111 deletions
|
|
@ -87,7 +87,7 @@ Class ViewPulseSpark : PulseSpark
|
|||
return;
|
||||
}
|
||||
Vector3 x, y, z;
|
||||
[x, y, z] = dt_Matrix4.GetAxes(target.pitch,target.angle,target.roll);
|
||||
[x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll);
|
||||
Vector3 origin = x*ofs.x+y*ofs.y+z*ofs.z+(0,0,target.player.viewz);
|
||||
SetOrigin(target.Vec2OffsetZ(origin.x,origin.y,origin.z),true);
|
||||
bInvisible = (players[consoleplayer].camera != target);
|
||||
|
|
@ -517,7 +517,7 @@ Class StarterBolt : PulseBolt
|
|||
bRELATIVETOFLOOR = (target.pos.z <= target.floorz); // hack, but kinda works
|
||||
if ( target.player )
|
||||
{
|
||||
[x, y, z] = dt_Matrix4.GetAxes(target.pitch,target.angle,target.roll);
|
||||
[x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll);
|
||||
origin = target.Vec2OffsetZ(0,0,target.player.viewz)+8.0*x+4.1*y-2.7*z;
|
||||
}
|
||||
else origin = target.Vec3Offset(0,0,target.missileheight);
|
||||
|
|
@ -539,13 +539,6 @@ Class PulseGun : UTWeapon
|
|||
|
||||
Property ClipCount : clipcount;
|
||||
|
||||
override void PostRender( double lbottom )
|
||||
{
|
||||
if ( !flak_pulsereload ) return;
|
||||
if ( !usmf ) usmf = Font.GetFont('USMALLFONT');
|
||||
Screen.DrawText(usmf,Font.FindFontColor('UGreen'),Screen.GetWidth()*0.01,lbottom-Screen.GetHeight()*0.01-usmf.GetHeight(),String.Format("%s: %2d / 50",StringTable.Localize("$M_CLIP"),clipcount));
|
||||
}
|
||||
|
||||
action void A_Reloading()
|
||||
{
|
||||
Weapon weap = Weapon(invoker);
|
||||
|
|
@ -566,7 +559,7 @@ Class PulseGun : UTWeapon
|
|||
UTMainHandler.DoSwing(self,(FRandom[Pulse](-1,-1),FRandom[Pulse](-1,1)),0.1,-0.02,3,SWING_Spring,0,2);
|
||||
A_AlertMonsters();
|
||||
Vector3 x, y, z;
|
||||
[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
|
||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = Vec2OffsetZ(0,0,player.viewz)+10.0*x+4.1*y-2.7*z;
|
||||
for ( int i=0; i<4; i++ )
|
||||
{
|
||||
|
|
@ -632,7 +625,7 @@ Class PulseGun : UTWeapon
|
|||
A_OverlayRenderstyle(-2,STYLE_Add);
|
||||
Vector3 x, y, z;
|
||||
double a;
|
||||
[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
|
||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = Vec2OffsetZ(0,0,player.viewz)+10.0*x+3.0*y-1.8*z;
|
||||
origin += y*cos(invoker.sangle)*2.0+z*sin(invoker.sangle)*2.0;
|
||||
invoker.sangle += 100;
|
||||
|
|
@ -664,7 +657,7 @@ Class PulseGun : UTWeapon
|
|||
{
|
||||
A_PlaySound("pulse/bolt",CHAN_WEAPON,1.0,true);
|
||||
Vector3 x, y, z, origin;
|
||||
[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
|
||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||
origin = Vec2OffsetZ(0,0,player.viewz)+10.0*x+4.1*y-2.7*z;
|
||||
invoker.beam = Spawn("StarterBolt",origin);
|
||||
invoker.beam.angle = angle;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue