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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@ -660,7 +660,7 @@ Class WarheadLauncher : UTWeapon
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A_AlertMonsters();
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A_QuakeEx(6,6,6,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
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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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vel -= x*10;
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-2.0*z;
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Actor p = Spawn("WarShell",origin);
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@ -674,7 +674,7 @@ Class WarheadLauncher : UTWeapon
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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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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vel -= x*0.2;
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-2.0*z;
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int numpt = Random[Warhead](10,20);
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@ -698,7 +698,7 @@ Class WarheadLauncher : UTWeapon
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A_AlertMonsters();
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A_QuakeEx(6,6,6,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
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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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vel -= x*10;
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-2.0*z;
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Actor p = Spawn("GuidedWarShell",origin);
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