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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42 changed files with 663 additions and 111 deletions
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@ -981,7 +981,7 @@ Class ViewShockSpark : ShockSpark
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return;
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}
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Vector3 x, y, z;
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[x, y, z] = dt_Matrix4.GetAxes(target.pitch,target.angle,target.roll);
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[x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll);
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Vector3 origin = x*ofs.x+y*ofs.y+z*ofs.z+(0,0,target.player.viewz);
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SetOrigin(target.Vec2OffsetZ(origin.x,origin.y,origin.z),true);
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bInvisible = (players[consoleplayer].camera != target);
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@ -1015,7 +1015,7 @@ Class ShockRifle : UTWeapon
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A_AlertMonsters();
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A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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Vector3 x, y, z;
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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-1.5*z;
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Actor p = Spawn("ShockBeam",origin);
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p.angle = angle;
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@ -1053,7 +1053,7 @@ Class ShockRifle : UTWeapon
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A_AlertMonsters();
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A_QuakeEx(2,2,2,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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Vector3 x, y, z;
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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-1.5*z;
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Actor p = Spawn("ShockBall",origin);
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p.angle = angle;
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@ -1198,7 +1198,7 @@ Class EnhancedShockRifle : UTWeapon
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A_AlertMonsters();
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A_QuakeEx(3,3,3,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15);
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Vector3 x, y, z;
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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-1.5*z;
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Actor p = Spawn("SuperShockBeam",origin);
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p.angle = angle;
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@ -1236,7 +1236,7 @@ Class EnhancedShockRifle : UTWeapon
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A_AlertMonsters();
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A_QuakeEx(3,3,3,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15);
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Vector3 x, y, z;
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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-1.5*z;
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Actor p = Spawn("SuperShockBall",origin);
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p.angle = angle;
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