Made visual recoil toggleable (and with configurable strength, too).
Cleaned up some code (mostly related to server CVars). Proper angle interpolation. Snap player to floor when walking down steps like UE does (looks kinda twitchy due to lack of view height smoothing).
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parent
e232912edd
commit
957f976b29
14 changed files with 80 additions and 75 deletions
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@ -118,6 +118,7 @@ Class UTRocket : Actor
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+SEEKERMISSILE;
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+FORCERADIUSDMG;
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+NODAMAGETHRUST;
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+INTERPOLATEANGLES;
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}
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override void PostBeginPlay()
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{
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@ -184,7 +185,7 @@ Class UTRocket : Actor
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Spawn:
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RCKT B 1
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{
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A_SetRoll(roll+30,SPF_INTERPOLATE);
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roll += 30;
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if ( invoker.ticcnt++ > 3 )
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{
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invoker.ticcnt = 0;
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@ -194,8 +195,8 @@ Class UTRocket : Actor
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if ( vel.length() > 45. ) vel = Vel.unit()*45.;
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Vector3 dir = vel.unit();
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if ( waterlevel <= 0 ) vel = dir*min(vel.length()+1,32);
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A_SetAngle(atan2(dir.y,dir.x),SPF_INTERPOLATE);
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A_SetPitch(asin(-dir.z),SPF_INTERPOLATE);
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angle = atan2(dir.y,dir.x);
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pitch = asin(-dir.z);
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for ( int i=0; i<3; i++ )
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{
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let s = Spawn("UTSmoke",pos);
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@ -242,9 +243,9 @@ Class UTGrenade : UTRocket
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Spawn:
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RCKT A 1
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{
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A_SetAngle(angle+anglevel,SPF_INTERPOLATE);
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A_SetPitch(pitch+pitchvel,SPF_INTERPOLATE);
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A_SetRoll(roll+rollvel,SPF_INTERPOLATE);
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angle += anglevel;
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pitch += pitchvel;
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roll += rollvel;
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A_Countdown();
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}
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Wait;
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