Began working on Rocket Launcher.
Corrected some stuff and tweaked models and offsets again. Added gib impact sounds (Droplets compat). Made Translocator module throwing work like in UT (same math, even). Corrected sludge wall sticking, uses projection now rather than a cheap trace.
This commit is contained in:
parent
e6420e16be
commit
a6ccec0997
19 changed files with 356 additions and 60 deletions
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@ -255,11 +255,12 @@ Class BioGel : Actor
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atside = 0;
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normal *= -1;
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}
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Vector3 orig = (BlockingLine.v1.p.x,BlockingLine.v1.p.y,0);
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Vector3 onwall = pos-(normal dot (pos-orig))*normal;
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SetOrigin(onwall+normal*0.5,false);
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angle = atan2(normal.y,normal.x);
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pitch = 0;
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roll = 180; // otherwise it slides upwards (UT changes roll like this too)
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LineTrace(angle+180,172,0,TRF_THRUACTORS,data:d);
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SetOrigin(d.HitLocation+normal*0.5,false);
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if ( waterlevel > 0 ) hittype = HIT_FLOOR;
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else hittype = HIT_WALL;
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}
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@ -345,6 +346,7 @@ Class BioGel : Actor
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+SKYEXPLODE;
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+FORCERADIUSDMG;
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+FORCEXYBILLBOARD;
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+MOVEWITHSECTOR;
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}
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States
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{
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@ -38,6 +38,10 @@ Class UTRocketAmmo2 : UTRocketAmmo
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Class UTRocket : Actor
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{
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Default
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{
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Obituary "%o was smacked down by %k's Rocket Launcher.";
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}
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States
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{
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Spawn:
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@ -48,6 +52,10 @@ Class UTRocket : Actor
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Class UTGrenade : Actor
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{
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Default
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{
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Obituary "%o was smacked down by %k's Rocket Launcher.";
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}
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States
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{
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Spawn:
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@ -58,12 +66,49 @@ Class UTGrenade : Actor
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Class UTRocketLauncher : UTWeapon
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{
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int loaded;
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Actor LockedTarget;
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// consumes 1 ammo
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action void A_LoadRocket()
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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}
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// refire that is ignored if there's no ammo
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action void A_LoadedRefire( statelabel flash = null )
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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A_Refire(flash);
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}
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// fire all the rockets (or grenades)
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action void A_FireRockets( int num )
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( weap.bAltFire ) A_PlaySound("utrl/altfire",CHAN_WEAPON);
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else A_PlaySound("utrl/fire",CHAN_WEAPON);
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(64,255,0,0),1);
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A_AlertMonsters();
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A_QuakeEx(2+num,2+num,2+num,6+num,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1+num*0.05);
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// TODO
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}
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// lock-on check (TODO)
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Actor CheckTarget()
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{
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return null;
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}
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Default
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{
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Tag "Rocket Launcher";
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//Obituary "%o was smacked down by %k's Rocket Launcher.";
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Inventory.PickupMessage "You got the Rocket Launcher.";
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Weapon.UpSound "utrl/select";
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Weapon.SlotNumber 9;
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@ -94,23 +139,253 @@ Class UTRocketLauncher : UTWeapon
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}
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Wait;
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Fire:
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EBF1 ABCDEFGH 1;
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EBF2 ABCDEFGHIJK 1;
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EBF3 ABCDEFGHIJ 1;
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EBF4 ABCDEFGHIJK 1;
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EBF5 ABCDEFGHIJKLM 1;
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EBF6 ABCDEFGHIJKLMNOP 1;
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EBR1 ABCDEFG 1;
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EBR2 ABCDEFG 1;
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EBR3 ABCDEFG 1;
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EBR4 ABCDEFG 1;
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EBR5 ABCDEFG 1;
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EBL1 ABCDEFG 1;
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EBL2 ABCDEFG 1;
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EBL3 ABCDEFG 1;
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EBL4 ABCDEFG 1;
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EBL5 ABCDEFG 1;
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EBL6 ABCDEF 1;
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AltFire:
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// one is loaded already
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EBLI A 3 A_LoadRocket();
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EBLI A 0 A_LoadedRefire(1);
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Goto FireOne;
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// load two
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EBLI A 2;
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EBL1 A 0;
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EBR1 A 2 A_PlaySound("utrl/rotate",CHAN_WEAPON,0.1);
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EBR1 B 0 A_Refire(1);
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Goto FireOne;
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EBR1 B 2;
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EBR1 C 0 A_Refire(1);
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Goto FireOne;
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EBR1 C 2;
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EBR1 D 0 A_Refire(1);
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Goto FireOne;
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EBR1 D 2;
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EBR1 E 0 A_Refire(1);
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Goto FireOne;
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EBR1 E 2;
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EBR1 F 0 A_Refire(1);
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Goto FireOne;
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EBR1 F 2;
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EBR1 G 0 A_Refire(1);
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Goto FireOne;
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EBR1 G 2;
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EBL2 A 0 A_Refire(1);
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Goto FireOne;
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EBL2 A 3 A_PlaySound("utrl/load",CHAN_WEAPON);
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EBL2 B 0 A_Refire(1);
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Goto FireOne;
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EBL2 B 3;
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EBL2 C 0 A_Refire(1);
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Goto FireOne;
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EBL2 C 3;
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EBL2 D 0 A_Refire(1);
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Goto FireOne;
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EBL2 D 3;
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EBL2 E 0 A_Refire(1);
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Goto FireOne;
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EBL2 E 3;
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EBL2 F 0 A_Refire(1);
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Goto FireOne;
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EBL2 F 3;
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EBL2 G 0 A_Refire(1);
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Goto FireOne;
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EBL2 G 3 A_LoadRocket();
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EBR2 A 0 A_LoadedRefire(1);
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Goto FireTwo;
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// load three
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EBR2 A 2 A_PlaySound("utrl/rotate",CHAN_WEAPON,0.1);
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EBR2 B 0 A_Refire(1);
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Goto FireTwo;
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EBR2 B 2;
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EBR2 C 0 A_Refire(1);
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Goto FireTwo;
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EBR2 C 2;
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EBR2 D 0 A_Refire(1);
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Goto FireTwo;
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EBR2 D 2;
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EBR2 E 0 A_Refire(1);
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Goto FireTwo;
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EBR2 E 2;
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EBR2 F 0 A_Refire(1);
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Goto FireTwo;
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EBR2 F 2;
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EBR2 G 0 A_Refire(1);
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Goto FireTwo;
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EBR2 G 2;
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EBL3 A 0 A_Refire(1);
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Goto FireTwo;
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EBL3 A 3 A_PlaySound("utrl/load",CHAN_WEAPON);
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EBL3 B 0 A_Refire(1);
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Goto FireTwo;
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EBL3 B 3;
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EBL3 C 0 A_Refire(1);
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Goto FireTwo;
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EBL3 C 3;
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EBL3 D 0 A_Refire(1);
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Goto FireTwo;
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EBL3 D 3;
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EBL3 E 0 A_Refire(1);
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Goto FireTwo;
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EBL3 E 3;
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EBL3 F 0 A_Refire(1);
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Goto FireTwo;
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EBL3 F 3;
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EBL3 G 0 A_Refire(1);
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Goto FireTwo;
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EBL3 G 3 A_LoadRocket();
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EBR3 A 0 A_LoadedRefire(1);
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Goto FireThree;
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// load four
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EBR3 A 2 A_PlaySound("utrl/rotate",CHAN_WEAPON,0.1);
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EBR3 B 0 A_Refire(1);
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Goto FireThree;
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EBR3 B 2;
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EBR3 C 0 A_Refire(1);
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Goto FireThree;
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EBR3 C 2;
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EBR3 D 0 A_Refire(1);
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Goto FireThree;
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EBR3 D 2;
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EBR3 E 0 A_Refire(1);
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Goto FireThree;
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EBR3 E 2;
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EBR3 F 0 A_Refire(1);
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Goto FireThree;
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EBR3 F 2;
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EBR3 G 0 A_Refire(1);
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Goto FireThree;
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EBR3 G 2;
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EBL4 A 0 A_Refire(1);
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Goto FireThree;
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EBL4 A 3 A_PlaySound("utrl/load",CHAN_WEAPON);
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EBL4 B 0 A_Refire(1);
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Goto FireThree;
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EBL4 B 3;
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EBL4 C 0 A_Refire(1);
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Goto FireThree;
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EBL4 C 3;
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EBL4 D 0 A_Refire(1);
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Goto FireThree;
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EBL4 D 3;
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EBL4 E 0 A_Refire(1);
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Goto FireThree;
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EBL4 E 3;
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EBL4 F 0 A_Refire(1);
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Goto FireThree;
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EBL4 F 3;
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EBL4 G 0 A_Refire(1);
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Goto FireThree;
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EBL4 G 3 A_LoadRocket();
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EBR4 A 0 A_LoadedRefire(1);
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Goto FireFour;
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// load five
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EBR4 A 2 A_PlaySound("utrl/rotate",CHAN_WEAPON,0.1);
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EBR4 B 0 A_Refire(1);
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Goto FireFour;
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EBR4 B 2;
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EBR4 C 0 A_Refire(1);
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Goto FireFour;
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EBR4 C 2;
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EBR4 D 0 A_Refire(1);
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Goto FireFour;
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EBR4 D 2;
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EBR4 E 0 A_Refire(1);
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Goto FireFour;
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EBR4 E 2;
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EBR4 F 0 A_Refire(1);
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Goto FireFour;
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EBR4 F 2;
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EBR4 G 0 A_Refire(1);
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Goto FireFour;
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EBR4 G 2;
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EBL5 A 0 A_Refire(1);
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Goto FireFour;
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EBL5 A 3 A_PlaySound("utrl/load",CHAN_WEAPON);
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EBL5 B 0 A_Refire(1);
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Goto FireFour;
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EBL5 B 3;
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EBL5 C 0 A_Refire(1);
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Goto FireFour;
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EBL5 C 3;
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EBL5 D 0 A_Refire(1);
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Goto FireFour;
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EBL5 D 3;
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EBL5 E 0 A_Refire(1);
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Goto FireFour;
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EBL5 E 3;
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EBL5 F 0 A_Refire(1);
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Goto FireFour;
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EBL5 F 3;
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EBL5 G 0 A_Refire(1);
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Goto FireFour;
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EBL5 G 3 A_LoadRocket();
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EBR5 A 0 A_LoadedRefire(1);
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Goto FireFive;
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// load six
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EBR5 A 2 A_PlaySound("utrl/rotate",CHAN_WEAPON,0.1);
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EBR5 B 0 A_Refire(1);
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Goto FireFive;
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EBR5 B 2;
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EBR5 C 0 A_Refire(1);
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Goto FireFive;
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EBR5 C 2;
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EBR5 D 0 A_Refire(1);
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Goto FireFive;
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EBR5 D 2;
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EBR5 E 0 A_Refire(1);
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Goto FireFive;
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EBR5 E 2;
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EBR5 F 0 A_Refire(1);
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Goto FireFive;
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EBR5 F 2;
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EBR5 G 0 A_Refire(1);
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Goto FireFive;
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EBR5 G 2;
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EBL6 A 0 A_Refire(1);
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Goto FireFive;
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EBL6 A 3 A_PlaySound("utrl/load",CHAN_WEAPON);
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EBL6 B 0 A_Refire(1);
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Goto FireFive;
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EBL6 B 3;
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EBL6 C 0 A_Refire(1);
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Goto FireFive;
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EBL6 C 3;
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EBL6 D 0 A_Refire(1);
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Goto FireFive;
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EBL6 D 3;
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EBL6 E 0 A_Refire(1);
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Goto FireFive;
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EBL6 E 3;
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EBL6 F 0 A_Refire(1);
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Goto FireFive;
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EBL6 F 3 A_LoadRocket();
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Goto FireSix;
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FireOne:
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EBF1 A 0 A_FireRockets(1);
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EBF1 ABCDEFGH 2;
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EBLI A 2;
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Goto Idle;
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FireTwo:
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EBF2 A 0 A_FireRockets(2);
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EBF2 ABCDEFGHIJK 2;
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EBLI A 2;
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Goto Idle;
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FireThree:
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EBF3 A 0 A_FireRockets(3);
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EBF3 ABCDEFGHIJ 2;
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EBLI A 2;
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Goto Idle;
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FireFour:
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EBF4 A 0 A_FireRockets(4);
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EBF4 ABCDEFGHIJK 2;
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EBLI A 2;
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Goto Idle;
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FireFive:
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EBF5 A 0 A_FireRockets(5);
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EBF5 ABCDEFGHIJKLM 2;
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EBLI A 2;
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Goto Idle;
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FireSix:
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EBF6 A 0 A_FireRockets(6);
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EBF6 ABCDEFGHIJKLMNOP 2;
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EBLI A 2;
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Goto Idle;
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Deselect:
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EBLD ABCDEFGHIJK 1;
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@ -482,7 +482,7 @@ Class FlakCannon : UTWeapon
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action void A_Loading( bool first = false )
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{
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if ( first ) A_PlaySound("flak/load",CHAN_WEAPON);
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else A_PlaySound("flak/reload",CHAN_5);
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else A_PlaySound("flak/reload",CHAN_6);
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}
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action void A_FireChunks()
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{
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@ -105,7 +105,7 @@ Class Minigun : UTWeapon
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invoker.bcnt = alt?3:5;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(64,255,255,0),1);
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UTMainHandler.DoFlash(self,Color(32,255,255,0),1);
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A_AlertMonsters();
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if ( alt ) A_QuakeEx(3,3,3,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
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else A_QuakeEx(2,2,2,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
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@ -407,7 +407,8 @@ Class Minigun : UTWeapon
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MGU2 ABCDEFGHIJKLM 1;
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Goto Idle;
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Deselect:
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MGND ABCDEFGHIJ 2;
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MGND A 2 A_StopSound(CHAN_WEAPON);
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MGND BCDEFGHIJ 2;
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MGND J 1 A_Lower(int.max);
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Wait;
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MuzzleFlash:
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@ -61,7 +61,7 @@ Class DamageAmplifier : Powerup
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Default
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{
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Powerup.Duration -30;
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Powerup.Duration -60;
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Powerup.Color "EE00FF", 0.15;
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}
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@ -219,11 +219,6 @@ Class PowerUTInvisibility : PowerInvisibility
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Super.EndEffect();
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PrintPickupMessage(true,"Invisibility has worn off.");
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}
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override bool isBlinking()
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{
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// don't cause blinking, it bugs out models
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return false;
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}
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}
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Class UTInvisibility : PowerupGiver replaces BlurSphere
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@ -347,6 +342,11 @@ Class UTJumpBoots : Inventory replaces RadSuit
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Owner.TakeInventory("PowerJumpBoots_HighJump",1);
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Owner.TakeInventory("PowerJumpBoots_IronFeet",1);
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}
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override void OwnerDied()
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{
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Super.OwnerDied();
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DepleteOrDestroy();
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}
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States
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{
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Spawn:
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@ -197,7 +197,7 @@ Class PulseBoltCap : Actor
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+NOGRAVITY;
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+NOCLIP;
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+DONTSPLASH;
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Scale 0.25;
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Scale 0.15;
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}
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States
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{
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@ -217,7 +217,7 @@ Class PulseBoltHit : Actor
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+NOGRAVITY;
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+NOCLIP;
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+DONTSPLASH;
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Scale 0.25;
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Scale 0.15;
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}
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States
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{
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@ -293,8 +293,8 @@ Class PulseBolt : Actor
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weffect.Destroy();
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weffect = null;
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}
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if ( !weffect ) weffect = Spawn("PulseBoltHit",t.Results.HitPos);
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else weffect.SetOrigin(t.Results.HitPos,true);
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if ( !weffect ) weffect = Spawn("PulseBoltHit",t.Results.HitPos-t.Results.HitVector);
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else weffect.SetOrigin(t.Results.HitPos-t.Results.HitVector,true);
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A_SprayDecal("BoltScorch",beamsize+8);
|
||||
if ( next )
|
||||
{
|
||||
|
|
@ -325,8 +325,8 @@ Class PulseBolt : Actor
|
|||
weffect.Destroy();
|
||||
weffect = null;
|
||||
}
|
||||
if ( !weffect ) weffect = Spawn("PulseBoltCap",t.Results.HitPos);
|
||||
else weffect.SetOrigin(t.Results.HitPos,true);
|
||||
if ( !weffect ) weffect = Spawn("PulseBoltCap",t.Results.HitPos-t.Results.HitVector);
|
||||
else weffect.SetOrigin(t.Results.HitPos-t.Results.HitVector,true);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -350,8 +350,8 @@ Class PulseBolt : Actor
|
|||
{
|
||||
frame = parent.frame;
|
||||
SetOrigin(parent.Vec3Offset(x.x*beamsize,x.y*beamsize,x.z*beamsize),true);
|
||||
A_SetAngle(parent.angle,SPF_INTERPOLATE);
|
||||
A_SetPitch(parent.pitch,SPF_INTERPOLATE);
|
||||
A_SetAngle(parent.angle);
|
||||
A_SetPitch(parent.pitch);
|
||||
CheckBeam(x);
|
||||
}
|
||||
Default
|
||||
|
|
@ -363,6 +363,7 @@ Class PulseBolt : Actor
|
|||
+NOGRAVITY;
|
||||
+NOCLIP;
|
||||
+DONTSPLASH;
|
||||
+INTERPOLATEANGLES;
|
||||
}
|
||||
States
|
||||
{
|
||||
|
|
@ -390,12 +391,12 @@ Class StarterBolt : PulseBolt
|
|||
if ( target.player )
|
||||
{
|
||||
[x, y, z] = Matrix4.GetAxes(target.pitch,target.angle,target.roll);
|
||||
origin = (0,0,target.player.viewz-target.pos.z)+5.0*x+3.0*y-1.5*z;
|
||||
origin = (0,0,target.player.viewz-target.pos.z)+5.0*x+3.0*y-1.0*z;
|
||||
}
|
||||
else origin = (0,0,target.missileheight);
|
||||
SetOrigin(target.Vec3Offset(origin.x,origin.y,origin.z),true);
|
||||
A_SetAngle(target.angle,SPF_INTERPOLATE);
|
||||
A_SetPitch(target.BulletSlope(),SPF_INTERPOLATE);
|
||||
A_SetAngle(target.angle);
|
||||
A_SetPitch(target.BulletSlope());
|
||||
frame++;
|
||||
if ( frame > 4 ) frame = 0;
|
||||
CheckBeam(x);
|
||||
|
|
@ -436,7 +437,7 @@ Class PulseGun : UTWeapon
|
|||
A_AlertMonsters();
|
||||
Vector3 x, y, z;
|
||||
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+4.5*y-2.4*z;
|
||||
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+4.5*y-1.9*z;
|
||||
int numpt = Random[Pulse](2,5);
|
||||
for ( int i=0; i<numpt; i++ )
|
||||
{
|
||||
|
|
@ -476,7 +477,7 @@ Class PulseGun : UTWeapon
|
|||
Vector3 x, y, z;
|
||||
double a;
|
||||
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+4.0*y-2.0*z;
|
||||
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+4.0*y-1.5*z;
|
||||
origin += y*cos(invoker.sangle)*2.0+z*sin(invoker.sangle)*2.0;
|
||||
invoker.sangle += 100;
|
||||
Actor p = Spawn("PulseBall",origin);
|
||||
|
|
@ -503,6 +504,11 @@ Class PulseGun : UTWeapon
|
|||
A_StopSound(CHAN_WEAPON);
|
||||
if ( invoker.beam ) invoker.beam.Destroy();
|
||||
}
|
||||
override void OwnerDied()
|
||||
{
|
||||
Super.OwnerDied();
|
||||
if ( beam ) beam.Destroy();
|
||||
}
|
||||
Default
|
||||
{
|
||||
Tag "Pulse Gun";
|
||||
|
|
|
|||
|
|
@ -120,12 +120,13 @@ Class TranslocatorModule : Actor
|
|||
{
|
||||
Radius 2;
|
||||
Height 2;
|
||||
Speed 20;
|
||||
Speed 25;
|
||||
PROJECTILE;
|
||||
-NOGRAVITY;
|
||||
+USEBOUNCESTATE;
|
||||
+SKYEXPLODE;
|
||||
+HITTRACER;
|
||||
+MOVEWITHSECTOR;
|
||||
BounceType "Doom";
|
||||
BounceFactor 0.5;
|
||||
WallBounceFactor 0.5;
|
||||
|
|
@ -287,8 +288,9 @@ Class Translocator : UTWeapon
|
|||
p.target = self;
|
||||
p.angle = angle;
|
||||
p.pitch = BulletSlope();
|
||||
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
|
||||
p.vel.z += 5;
|
||||
Vector3 dir = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch));
|
||||
dir.z += 0.35*(1-abs(dir.z));
|
||||
p.vel = dir*p.speed;
|
||||
invoker.module = p;
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue