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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@ -101,6 +101,7 @@ Class UTCasing : Actor
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+MOVEWITHSECTOR;
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+THRUACTORS;
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+USEBOUNCESTATE;
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+INTERPOLATEANGLES;
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BounceType "Doom";
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BounceFactor 0.65;
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BounceSound "bullet/casing";
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@ -133,8 +134,8 @@ Class UTCasing : Actor
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Spawn:
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PCAS 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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angle += anglevel;
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pitch += pitchvel;
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}
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Loop;
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Bounce:
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@ -148,8 +149,8 @@ Class UTCasing : Actor
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Death:
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PCAS A -1
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{
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A_SetPitch(0);
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A_SetRoll(FRandom[Junk](0,360));
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pitch = 0;
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roll = FRandom[Junk](0,360);
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}
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Stop;
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}
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@ -166,7 +167,7 @@ Class Enforcer : UTWeapon
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override void PostRender( double lbottom )
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{
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if ( !CVar.GetCVar('flak_enforcerreload').GetBool() ) return;
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if ( !flak_enforcerreload ) return;
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if ( Amount > 1 ) Screen.DrawText(confont,Font.CR_GREEN,Screen.GetWidth()*0.01,lbottom-Screen.GetHeight()*0.01-confont.GetHeight()*2,String.Format("L Clip: %2d / 20\nR Clip: %2d / 20",slaveclipcount,clipcount));
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else Screen.DrawText(confont,Font.CR_GREEN,Screen.GetWidth()*0.01,lbottom-Screen.GetHeight()*0.01-confont.GetHeight(),String.Format("Clip: %2d / 20",clipcount));
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}
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@ -209,7 +210,7 @@ Class Enforcer : UTWeapon
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if ( !weap || !player ) return;
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if ( slave )
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{
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if ( CVar.GetCVar('flak_enforcerreload').GetBool() && (invoker.slaveclipcount < 5) ) A_PlaySound("enforcer/click",CHAN_6);
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if ( flak_enforcerreload && (invoker.slaveclipcount < 5) ) A_PlaySound("enforcer/click",CHAN_6);
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if ( (invoker.slaveclipcount <= 0) || (weap.Ammo1.Amount <= 0) )
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{
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invoker.slaverefire = 0;
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@ -236,7 +237,7 @@ Class Enforcer : UTWeapon
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}
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else
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{
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if ( CVar.GetCVar('flak_enforcerreload').GetBool() && (invoker.clipcount < 5) ) A_PlaySound("enforcer/click",CHAN_WEAPON);
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if ( flak_enforcerreload && (invoker.clipcount < 5) ) A_PlaySound("enforcer/click",CHAN_WEAPON);
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if ( (invoker.clipcount <= 0) || (weap.Ammo1.Amount <= 0) )
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{
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A_ClearRefire();
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@ -273,12 +274,12 @@ Class Enforcer : UTWeapon
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if ( slave )
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{
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invoker.slaveclipcount--;
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if ( !CVar.GetCVar('flak_enforcerreload').GetBool() && (invoker.slaveclipcount <=0) ) invoker.slaveclipcount = (weap.Ammo1.Amount>0)?Min(20,weap.Ammo1.Amount):20;
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if ( !flak_enforcerreload && (invoker.slaveclipcount <=0) ) invoker.slaveclipcount = (weap.Ammo1.Amount>0)?Min(20,weap.Ammo1.Amount):20;
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}
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else
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{
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invoker.clipcount--;
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if ( !CVar.GetCVar('flak_enforcerreload').GetBool() && (invoker.clipcount <=0) ) invoker.clipcount = (weap.Ammo1.Amount>0)?Min(20,weap.Ammo1.Amount):20;
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if ( !flak_enforcerreload && (invoker.clipcount <=0) ) invoker.clipcount = (weap.Ammo1.Amount>0)?Min(20,weap.Ammo1.Amount):20;
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}
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
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@ -441,7 +442,7 @@ Class Enforcer : UTWeapon
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TNT1 A 1
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{
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if ( (invoker.clipcount <= 0) && (invoker.Ammo1.Amount > 0) ) A_Overlay(PSP_WEAPON,"Reload");
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else if ( CVar.GetCVar('flak_enforcerreload').GetBool() && ((invoker.clipcount < min(20,invoker.Ammo1.Amount)) || (invoker.slaveclipcount < min(20,invoker.Ammo1.Amount))) ) A_WeaponReady(WRF_ALLOWRELOAD);
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else if ( flak_enforcerreload && ((invoker.clipcount < min(20,invoker.Ammo1.Amount)) || (invoker.slaveclipcount < min(20,invoker.Ammo1.Amount))) ) A_WeaponReady(WRF_ALLOWRELOAD);
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else A_WeaponReady();
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if ( !invoker.slaveactive && (CountInv("Enforcer") > 1) ) A_Overlay(2,"LeftReady");
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}
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@ -454,7 +455,7 @@ Class Enforcer : UTWeapon
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invoker.slaveactive = false;
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A_Overlay(2,"LeftDeselect");
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}
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else if ( CVar.GetCVar('flak_enforcerreload').GetBool() && (invoker.slavereload || (invoker.slaveclipcount < 0)) ) A_Overlay(2,"LeftReload");
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else if ( flak_enforcerreload && (invoker.slavereload || (invoker.slaveclipcount < 0)) ) A_Overlay(2,"LeftReload");
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else if ( invoker.slavedown ) A_Overlay(2,"LeftDeselect");
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else A_LeftWeaponReady();
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}
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