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.
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parent
e6420e16be
commit
a6ccec0997
19 changed files with 356 additions and 60 deletions
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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);
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if ( next )
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{
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@ -325,8 +325,8 @@ 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("PulseBoltCap",t.Results.HitPos);
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else weffect.SetOrigin(t.Results.HitPos,true);
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if ( !weffect ) weffect = Spawn("PulseBoltCap",t.Results.HitPos-t.Results.HitVector);
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else weffect.SetOrigin(t.Results.HitPos-t.Results.HitVector,true);
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}
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else
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{
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@ -350,8 +350,8 @@ Class PulseBolt : Actor
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{
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frame = parent.frame;
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SetOrigin(parent.Vec3Offset(x.x*beamsize,x.y*beamsize,x.z*beamsize),true);
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A_SetAngle(parent.angle,SPF_INTERPOLATE);
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A_SetPitch(parent.pitch,SPF_INTERPOLATE);
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A_SetAngle(parent.angle);
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A_SetPitch(parent.pitch);
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CheckBeam(x);
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}
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Default
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@ -363,6 +363,7 @@ Class PulseBolt : Actor
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+NOGRAVITY;
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+NOCLIP;
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+DONTSPLASH;
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+INTERPOLATEANGLES;
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}
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States
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{
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@ -390,12 +391,12 @@ Class StarterBolt : PulseBolt
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if ( target.player )
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{
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[x, y, z] = Matrix4.GetAxes(target.pitch,target.angle,target.roll);
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origin = (0,0,target.player.viewz-target.pos.z)+5.0*x+3.0*y-1.5*z;
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origin = (0,0,target.player.viewz-target.pos.z)+5.0*x+3.0*y-1.0*z;
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}
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else origin = (0,0,target.missileheight);
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SetOrigin(target.Vec3Offset(origin.x,origin.y,origin.z),true);
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A_SetAngle(target.angle,SPF_INTERPOLATE);
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A_SetPitch(target.BulletSlope(),SPF_INTERPOLATE);
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A_SetAngle(target.angle);
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A_SetPitch(target.BulletSlope());
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frame++;
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if ( frame > 4 ) frame = 0;
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CheckBeam(x);
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@ -436,7 +437,7 @@ Class PulseGun : UTWeapon
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A_AlertMonsters();
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Vector3 x, y, z;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+4.5*y-2.4*z;
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Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+4.5*y-1.9*z;
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int numpt = Random[Pulse](2,5);
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for ( int i=0; i<numpt; i++ )
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{
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@ -476,7 +477,7 @@ Class PulseGun : UTWeapon
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Vector3 x, y, z;
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double a;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+4.0*y-2.0*z;
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Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+4.0*y-1.5*z;
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origin += y*cos(invoker.sangle)*2.0+z*sin(invoker.sangle)*2.0;
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invoker.sangle += 100;
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Actor p = Spawn("PulseBall",origin);
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@ -503,6 +504,11 @@ Class PulseGun : UTWeapon
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A_StopSound(CHAN_WEAPON);
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if ( invoker.beam ) invoker.beam.Destroy();
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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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if ( beam ) beam.Destroy();
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}
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Default
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{
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Tag "Pulse Gun";
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