Changed up all the model offsets again due to complaints about inconsistency with UT.
Added view-space effects to Enforcer and Biorifle, others will follow soon. Added smoke particles to spent casings. Added green smoke particles to biorifle sludge explosions. Touched up how rockets and grenades are fired. Fixed a VM abort when the game is loaded while there's a Redeemer blast active.
This commit is contained in:
parent
9ed6c9dea0
commit
aa3fd89bcb
20 changed files with 176 additions and 68 deletions
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@ -49,12 +49,15 @@ This mod requires GZDoom 3.4.0 or later.
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- Make biorifle sludge follow ceiling and wall movement (this might be hard)
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- Add some more effects
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- Additional particle effects on explosions
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- Smoke on spent casings
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- Smoke on spent casings [DONE]
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- View-space particles for weapon fire [WIP]
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- Visual recoil affecting aim (time to recycle SM's A_Swing once again)
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- Additional model optimization and cleanup
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- Trim out unused animations (this one is going to be very time-consuming)
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- Unify some texture groups (umodel does some weird thing where it separates
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unlit polys into a new group, even when they're not supposed to be)
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unlit polys into a new group, even when they're not supposed to be, this
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can be seen in the shock rifle hud model) (unlit polys are kind of
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unnecessary in gzdoom since there's brightmaps)
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- Trim out garbage triangles (e.g.: an extra triangle in the biorifle that
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has no reason to exist (can be seen when using invisibility, looks
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completely out of place there)
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@ -74,10 +74,10 @@ Model "UTRocketLauncher"
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SurfaceSkin 0 2 "Eight_t3.png"
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SurfaceSkin 0 3 "Eight_t4.png"
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SurfaceSkin 0 4 "miniammoledbase.png"
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Scale -0.24 0.12 0.24
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Offset 2.0 -12.0 -10.5
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AngleOffset 90
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RollOffset -3
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Scale -0.2 0.22 0.2
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Offset 3.4 -9.2 -8.5
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AngleOffset 94
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RollOffset -2
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// Select
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FrameIndex EBLS A 0 0
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@ -72,22 +72,22 @@ Model "Enforcer"
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AngleOffset 90
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PitchOffset 90
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Scale 0.04 0.04 0.04
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Offset 10.4 -25.0 -2.9
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Offset 12.4 -30.0 -2.9
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FrameIndex EMUZ A 3 0
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Scale 0.04 0.04 0.04
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Offset 1.9 -25.0 -9.3
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Offset 2.4 -30.0 -10.9
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FrameIndex EMUZ B 3 0
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Scale 0.04 0.04 0.04
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Offset -10.4 -25.0 -2.9
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Offset -12.4 -30.0 -2.9
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FrameIndex EMUZ C 3 0
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Scale 0.04 0.04 0.04
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Offset -1.9 -25.0 -9.3
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Offset -2.4 -30.0 -10.9
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FrameIndex EMUZ D 3 0
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}
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@ -101,7 +101,7 @@ Model "Enforcer"
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SurfaceSkin 0 2 "Jtutot3.png"
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SurfaceSkin 0 3 "Jtutot4.png"
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Scale 0.14 -0.08 0.12
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Offset 8.6 -12.8 -13.5
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Offset 8.6 -14.8 -13.5
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AngleOffset 90
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// Fire
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@ -248,7 +248,7 @@ Model "Enforcer"
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SurfaceSkin 2 2 "Jtutot3.png"
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SurfaceSkin 2 3 "Jtutot4.png"
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Scale 0.14 -0.08 0.12
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Offset -8.8 -12.8 -13.5
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Offset -8.8 -14.8 -13.5
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AngleOffset 90
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// Fire
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@ -205,7 +205,7 @@ Model "FlakCannon"
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AngleOffset 90
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PitchOffset 90
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Scale 0.08 0.08 0.08
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Offset 7.4 -25.0 -8.5
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Offset 8.0 -25.0 -8.5
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FrameIndex FMUZ A 2 0
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}
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@ -223,7 +223,7 @@ Model "FlakCannon"
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PitchOffset 180
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RollOffset 178
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Scale 0.28 -0.14 0.28
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Offset 8.6 -10.4 -13.8
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Offset 9.4 -10.3 -12.9
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// select
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FrameIndex FLKS A 0 0
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@ -251,10 +251,10 @@ Model "BioRifle"
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SurfaceSkin 0 1 "JBRifle22.png"
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SurfaceSkin 0 2 "JBRifle23.png"
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SurfaceSkin 0 3 "JBRifle24.png"
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AngleOffset 94.21875
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RollOffset 8.4375
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Scale 0.125 -0.06 0.125
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Offset 10.1 -17.8 -9.8
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AngleOffset 90
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RollOffset 10
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Scale 0.12 -0.08 0.12
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Offset 9.8 -19.8 -10.8
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// select
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FrameIndex BIOS A 0 0
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@ -23,10 +23,10 @@ Model "ImpactHammer"
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SurfaceSkin 0 1 "JImpactHammer2.png"
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SurfaceSkin 0 2 "JImpactHammer3.png"
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SurfaceSkin 0 3 "JImpactHammer4.png"
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AngleOffset 90
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RollOffset -85
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AngleOffset 93
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RollOffset -81
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Scale 0.1 -0.05 0.1
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Offset 4.8 -11.8 -6.7
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Offset 6.2 -14.9 -7.2
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// select
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FrameIndex IMPS A 0 0
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@ -44,7 +44,7 @@ Model "Minigun"
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Path "models"
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Model 2 "Flat_d.3d"
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Scale 0.08 0.08 0.08
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Offset 5.0 -32.0 -8.0
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Offset 6.3 -40.0 -8.2
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AngleOffset 90
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PitchOffset 90
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@ -77,8 +77,8 @@ Model "Minigun"
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SurfaceSkin 0 2 "Mini_t3.png"
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SurfaceSkin 0 3 "Mini_t4.png"
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SurfaceSkin 0 4 "miniammoledbase.png"
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Scale 0.12 -0.06 0.12
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Offset 0.0 -15.5 -12.8
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Scale 0.12 -0.08 0.12
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Offset 1.8 -19.9 -13.8
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AngleOffset 90
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// Select
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@ -78,7 +78,7 @@ Model "PulseGun"
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AngleOffset 90
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PitchOffset 90
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Scale 0.08 0.08 0.08
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Offset 8.5 -25.0 -3.5
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Offset 8.0 -25.0 -5.5
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FrameIndex PMUZ A 2 0
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}
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@ -91,8 +91,8 @@ Model "PulseGun"
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SurfaceSkin 0 1 "JPulseGun_02.png"
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SurfaceSkin 0 2 "JPulseGun_03.png"
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AngleOffset 90
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Scale 0.26 -0.195 0.26
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Offset 0.0 -7.5 -7.0
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Scale 0.26 -0.28 0.28
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Offset 0.0 -7.5 -10.4
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// Select
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FrameIndex PGNS A 0 2
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@ -43,7 +43,7 @@ Model "SniperRifle"
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AngleOffset 90
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PitchOffset 90
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Scale 0.12 0.12 0.12
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Offset 6.0 -40.0 -6.0
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Offset 6.0 -50.0 -4.8
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FrameIndex SMUZ A 2 0
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}
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@ -57,9 +57,10 @@ Model "SniperRifle"
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SurfaceSkin 0 2 "Rifle2c.png"
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SurfaceSkin 0 3 "Rifle2d.png"
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Scale 0.32 -0.16 0.32
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Offset 7.5 -23.0 -7.0
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AngleOffset 90
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PitchOffset -5 // doesn't look right otherwise
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Offset 7.1 -23.9 -6.8
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AngleOffset 92
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RollOffset 2
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PitchOffset -5
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// Select
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FrameIndex SRFS A 0 0
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@ -77,9 +77,10 @@ Model "Ripper2"
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SurfaceSkin 0 2 "JRazor4.png"
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SurfaceSkin 0 3 "JRazor5.png"
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SurfaceSkin 0 4 "JRazor3.png"
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Scale 0.16 -0.08 0.16
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Offset 6.4 -9.8 -8.4
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AngleOffset 90
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Scale 0.16 -0.1 0.16
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Offset 5.2 -9.6 -7.6
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AngleOffset 88
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RollOffset 2
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// Select
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FrameIndex RZRS A 0 0
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@ -158,8 +158,9 @@ Model "ShockRifle"
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SurfaceSkin 0 3 "asmd_t3.png"
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SurfaceSkin 0 4 "asmd_t4.png"
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AngleOffset 90
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RollOffset 3 // subtly hide an ugly looking part of the model
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Scale 0.15 -0.12 0.15
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Offset 3.9 -17.6 -6.1
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Offset 5.1 -18.4 -5.2
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// select
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FrameIndex ASMS A 0 0
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@ -245,8 +246,9 @@ Model "EnhancedShockRifle"
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SurfaceSkin 0 3 "sasmd_t3.png"
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SurfaceSkin 0 4 "sasmd_t4.png"
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AngleOffset 90
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RollOffset 3 // subtly hide an ugly looking part of the model
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Scale 0.15 -0.12 0.15
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Offset 3.9 -17.6 -6.1
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Offset 5.1 -18.4 -5.2
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// select
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FrameIndex ASMS A 0 0
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@ -37,11 +37,11 @@ Model "Translocator"
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SurfaceSkin 0 1 "tloc2.png"
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SurfaceSkin 0 2 "tloc3.png"
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SurfaceSkin 0 3 "tloc4.png"
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Scale 0.11 -0.055 0.11
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Offset -19.8 -22.8 -31.2
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Scale 0.11 -0.055 0.1
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Offset -17.4 -20.8 -30.2
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AngleOffset -95
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PitchOffset 5
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RollOffset -5
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RollOffset -12
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// select
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FrameIndex TLCS A 0 18
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@ -72,11 +72,13 @@ Model "WarheadLauncher"
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SurfaceSkin 0 1 "jwarhead2.png"
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SurfaceSkin 0 2 "jwarhead3.png"
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SurfaceSkin 0 3 "jwarhead4.png"
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Scale 0.2 -0.1 0.2
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AngleOffset 90
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PitchOffset 35.0
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RollOffset -85.0
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Offset 5.8 -13.6 -5.2
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Scale 0.2 -0.18 0.2
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AngleOffset 89
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PitchOffset 30
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RollOffset -82
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Offset 4.4 -18.1 -4.8
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// Offsets and rotations are still not like in UT because really, I can't get over that damn hole in the right tube
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// I should patch that up someday when I write the .3d editor
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// select
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FrameIndex WARS A 0 0
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@ -180,6 +180,7 @@ Class BioGel : Actor
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Line atline;
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int atside;
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int rollvel, pitchvel, yawvel;
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Vector3 normal;
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override void PostBeginPlay()
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{
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@ -250,7 +251,6 @@ Class BioGel : Actor
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SetStateLabel("XDeath");
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return;
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}
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Vector3 normal = (0,0,0);
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FLineTraceData d;
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A_SetSize(0.1,0);
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if ( BlockingLine )
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@ -310,7 +310,7 @@ Class BioGel : Actor
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}
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action void A_DropDrip()
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{
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let d = Spawn("BioSplash",pos+cursector.ceilingplane.Normal*2*scale.x);
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let d = Spawn("BioSplash",pos+invoker.normal*2*scale.x);
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d.target = target;
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d.angle = angle;
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d.pitch = pitch;
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@ -338,6 +338,17 @@ Class BioGel : Actor
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let s = Spawn("BioSpark",pos);
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s.vel = pvel;
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}
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numpt = Min(100,Scale.x*10)+Random[GES](-4,4);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[GES](-1,1),FRandom[GES](-1,1),FRandom[GES](-1,1)).unit()*FRandom[GES](1.2,2.4);
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let s = Spawn("UTSmoke",pos+invoker.normal*4);
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s.vel = pvel;
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s.scale *= 2;
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s.A_SetRenderStyle(0.5,STYLE_AddShaded);
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if ( Random[GES](0,1) ) s.SetShade("40FF60");
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else s.SetShade("60FF40");
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}
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Scale *= 0.5;
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}
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Default
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@ -486,6 +497,17 @@ Class BioRifle : UTWeapon
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p.pitch = BulletSlope();
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p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
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p.target = self;
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for ( int i=0; i<12; i++ )
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{
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let s = Spawn("UTViewSmoke",origin);
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UTViewSmoke(s).ofs = (10,4,-3);
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s.scale *= 2.0;
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s.target = self;
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if ( Random[GES](0,1) ) s.SetShade("40FF60");
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else s.SetShade("60FF40");
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s.A_SetRenderStyle(0.5,STYLE_AddShaded);
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UTViewSmoke(s).vvel += (FRandom[GES](0.8,1.6),FRandom[GES](-0.5,0.5),FRandom[GES](-0.5,0.5));
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}
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}
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action void A_BeginCharge()
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{
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@ -302,7 +302,7 @@ Class UTRocketLauncher : UTWeapon
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Vector3 x, y, z, x2, y2, z2;
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double a, s;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+6.0*y-6.0*z;
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-6.0*z;
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[x2, y2, z2] = Matrix4.GetAxes(BulletSlope(),angle,roll);
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Actor p;
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if ( weap.bAltFire )
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@ -311,9 +311,9 @@ Class UTRocketLauncher : UTWeapon
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for ( int i=0; i<num; i++ )
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{
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a = FRandom[Eightball](0,360);
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s = FRandom[Eightball](0,0.06*(num-1));
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Vector3 dir = (x2+cos(a)*y2*s+sin(a)*z2*s).unit();
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p = Spawn("UTGrenade",origin);
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s = FRandom[Eightball](0,(num>1)?12:0);
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Vector3 dir = (x2+cos(a)*y2*s*0.004+sin(a)*z2*s*0.004).unit();
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p = Spawn("UTGrenade",origin+cos(a)*y*s+sin(a)*z*s);
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p.vel = x*(vel dot x)*0.4 + dir*p.speed*FRandom[Eightball](1.0,1.2);
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p.vel.z += 6;
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p.target = self;
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@ -332,11 +332,11 @@ Class UTRocketLauncher : UTWeapon
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// rockets ("tight wad" as UT calls it)
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double step = 360/num;
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a = 90;
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s = num?1.2:0.0;
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s = (num>1)?6:0;
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for ( int i=0; i<num; i++ )
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{
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p = Spawn("UTRocket",origin+cos(a)*y*s+sin(a)*z*s);
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p.vel = (x2+cos(a)*y2*s*0.02+sin(a)*z2*s*0.02).unit()*p.speed;
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p.vel = x2*p.speed;
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p.target = self;
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p.tracer = invoker.LockedTarget;
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a += step;
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@ -345,7 +345,7 @@ Class UTRocketLauncher : UTWeapon
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else
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{
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// rockets (wide spread)
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double range = 2.5*(num-1);
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double range = 3.6*(num-1);
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double step = range/(num-1);
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s = -range*0.5;
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for ( int i=0; i<num; i++ )
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@ -655,32 +655,44 @@ Class UTRocketLauncher : UTWeapon
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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 10;
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EBL1 A 0 A_CheckReload();
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EBL1 ABCDEFG 2;
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EBLI A 8;
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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 10;
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EBL1 A 0 A_CheckReload();
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EBL1 ABCDEFG 2;
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EBLI A 8;
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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 10;
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EBL1 A 0 A_CheckReload();
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EBL1 ABCDEFG 2;
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EBLI A 8;
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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 10;
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EBL1 A 0 A_CheckReload();
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EBL1 ABCDEFG 2;
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EBLI A 8;
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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 10;
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EBL1 A 0 A_CheckReload();
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EBL1 ABCDEFG 2;
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EBLI A 8;
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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 10;
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EBL1 A 0 A_CheckReload();
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EBL1 ABCDEFG 2;
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EBLI A 8;
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Goto Idle;
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Deselect:
|
||||
EBLD ABCDEFGHIJK 1;
|
||||
|
|
|
|||
|
|
@ -90,6 +90,7 @@ Class UTCasing : Actor
|
|||
{
|
||||
int deadtimer;
|
||||
double pitchvel, anglevel;
|
||||
double heat;
|
||||
|
||||
Default
|
||||
{
|
||||
|
|
@ -110,16 +111,22 @@ Class UTCasing : Actor
|
|||
deadtimer = 0;
|
||||
pitchvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
|
||||
anglevel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
|
||||
heat = 1.0;
|
||||
}
|
||||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if ( level.frozen || globalfreeze ) return;
|
||||
if ( InStateSequence(CurState,ResolveState("Death")) )
|
||||
{
|
||||
deadtimer++;
|
||||
if ( deadtimer > 300 ) A_FadeOut(0.05);
|
||||
return;
|
||||
}
|
||||
heat -= 0.02;
|
||||
if ( heat <= 0 ) return;
|
||||
let s = Spawn("UTSmallSmoke",pos);
|
||||
s.alpha *= heat;
|
||||
}
|
||||
States
|
||||
{
|
||||
|
|
@ -296,8 +303,8 @@ Class Enforcer : UTWeapon replaces Pistol
|
|||
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x;
|
||||
int ydir = slave?-1:1;
|
||||
if ( alt ) origin = origin-z*9.0+ydir*y*1.0;
|
||||
else origin = origin-z*2.0+ydir*y*6.0;
|
||||
if ( alt ) origin = origin-z*3.0+ydir*y*1.0;
|
||||
else origin = origin-z*1.0+ydir*y*4.0;
|
||||
double a = FRandom[Enforcer](0,360), s = FRandom[Enforcer](0,alt?0.08:0.004);
|
||||
[x2, y2, z2] = Matrix4.GetAxes(BulletSlope(),angle,roll);
|
||||
Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
||||
|
|
@ -334,6 +341,13 @@ Class Enforcer : UTWeapon replaces Pistol
|
|||
p.pitch = asin(-hitnormal.z);
|
||||
if ( d.HitLine ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation);
|
||||
}
|
||||
for ( int i=0; i<8; i++ )
|
||||
{
|
||||
let s = Spawn("UTViewSmoke",origin);
|
||||
if ( alt ) UTViewSmoke(s).ofs = (10,ydir,-3);
|
||||
else UTViewSmoke(s).ofs = (10,4*ydir,-1);
|
||||
s.target = self;
|
||||
}
|
||||
origin += x*8.0+ydir*y*6.0-z*2.0;
|
||||
let c = Spawn("UTCasing",origin);
|
||||
c.vel = x*FRandom[Junk](-2,2)+y*ydir*FRandom[Junk](3,6)+z*FRandom[Junk](3,5);
|
||||
|
|
|
|||
|
|
@ -114,7 +114,7 @@ Class Minigun : UTWeapon
|
|||
if ( !alt ) MinigunLight(l).cnt--;
|
||||
Vector3 x, y, z, x2, y2, z2;
|
||||
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+y*4.0-z*6.0;
|
||||
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+y*4.0-z*4.0;
|
||||
double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,alt?0.05:0.02);
|
||||
[x2, y2, z2] = Matrix4.GetAxes(BulletSlope(),angle,roll);
|
||||
Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
||||
|
|
@ -160,7 +160,7 @@ Class Minigun : UTWeapon
|
|||
t.pitch = asin(-dir.z);
|
||||
MinigunTracer(t).dest = d.HitLocation;
|
||||
}
|
||||
origin += x*8.0+y*4.0-z*2.0;
|
||||
origin += x*8.0+y*5.0-z*5.0;
|
||||
let c = Spawn("UTCasing",origin);
|
||||
c.vel = x*FRandom[Junk](-2,2)+y*FRandom[Junk](3,6)+z*FRandom[Junk](3,5);
|
||||
c.Scale *= 0.5;
|
||||
|
|
|
|||
|
|
@ -442,7 +442,7 @@ Class StarterBolt : PulseBolt
|
|||
if ( target.player )
|
||||
{
|
||||
[x, y, z] = Matrix4.GetAxes(target.pitch,target.angle,target.roll);
|
||||
origin = target.Vec2OffsetZ(0,0,target.player.viewz)+5.0*x+3.0*y-1.0*z;
|
||||
origin = target.Vec2OffsetZ(0,0,target.player.viewz)+10.0*x+4.1*y-2.7*z;
|
||||
}
|
||||
else origin = target.Vec3Offset(0,0,target.missileheight);
|
||||
SetOrigin(origin,true);
|
||||
|
|
@ -488,7 +488,7 @@ Class PulseGun : UTWeapon
|
|||
A_AlertMonsters();
|
||||
Vector3 x, y, z;
|
||||
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = Vec2OffsetZ(0,0,player.viewz)+10.0*x+4.5*y-1.9*z;
|
||||
Vector3 origin = Vec2OffsetZ(0,0,player.viewz)+10.0*x+4.1*y-2.7*z;
|
||||
int numpt = Random[Pulse](2,5);
|
||||
for ( int i=0; i<numpt; i++ )
|
||||
{
|
||||
|
|
@ -549,7 +549,7 @@ Class PulseGun : UTWeapon
|
|||
A_PlaySound("pulse/bolt",CHAN_WEAPON,1.0,true);
|
||||
Vector3 x, y, z, origin;
|
||||
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
|
||||
origin = Vec2OffsetZ(0,0,player.viewz)+5.0*x+3.0*y-1.0*z;
|
||||
origin = Vec2OffsetZ(0,0,player.viewz)+10.0*x+4.1*y-2.7*z;
|
||||
invoker.beam = Spawn("StarterBolt",origin);
|
||||
invoker.beam.angle = angle;
|
||||
invoker.beam.pitch = BulletSlope();
|
||||
|
|
|
|||
|
|
@ -583,6 +583,57 @@ Class UTSmoke : Actor
|
|||
}
|
||||
}
|
||||
|
||||
Class UTSmallSmoke : UTSmoke
|
||||
{
|
||||
override void PostBeginPlay()
|
||||
{
|
||||
Actor.PostBeginPlay();
|
||||
double ang, pt;
|
||||
scale *= FRandom[Puff](0.1,0.3);
|
||||
alpha *= FRandom[Puff](0.5,1.5);
|
||||
ang = FRandom[Puff](0,360);
|
||||
pt = FRandom[Puff](-90,90);
|
||||
vel += (cos(pt)*cos(ang),cos(pt)*sin(ang),-sin(pt))*FRandom[Puff](0.04,0.16);
|
||||
}
|
||||
}
|
||||
|
||||
Class UTViewSmoke : UTSmoke
|
||||
{
|
||||
Vector3 ofs, vvel;
|
||||
|
||||
override void PostBeginPlay()
|
||||
{
|
||||
Actor.PostBeginPlay();
|
||||
double ang, pt;
|
||||
scale *= FRandom[Puff](0.1,0.3);
|
||||
alpha *= FRandom[Puff](0.5,1.5);
|
||||
ang = FRandom[Puff](0,360);
|
||||
pt = FRandom[Puff](-90,90);
|
||||
vvel += (cos(pt)*cos(ang),cos(pt)*sin(ang),-sin(pt))*FRandom[Puff](0.04,0.16);
|
||||
}
|
||||
|
||||
override void Tick()
|
||||
{
|
||||
Actor.Tick();
|
||||
if ( !target || !target.player )
|
||||
{
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
Vector3 x, y, z;
|
||||
[x, y, z] = Matrix4.GetAxes(target.pitch,target.angle,target.roll);
|
||||
Vector3 origin = x*ofs.x+y*ofs.y+z*ofs.z+(0,0,target.player.viewz);
|
||||
SetOrigin(target.Vec2OffsetZ(origin.x,origin.y,origin.z),true);
|
||||
bInvisible = (players[consoleplayer].camera != target);
|
||||
if ( level.frozen || globalfreeze ) return;
|
||||
ofs += vvel;
|
||||
vvel *= 0.96;
|
||||
vvel.z += 0.01;
|
||||
A_FadeOut(1/32.);
|
||||
if ( waterlevel > 0 ) Destroy();
|
||||
}
|
||||
}
|
||||
|
||||
Class UTRedSkull : RedSkull replaces RedSkull
|
||||
{
|
||||
Default
|
||||
|
|
|
|||
|
|
@ -25,7 +25,7 @@ Class ShockWave : Actor
|
|||
double shocksize, olddmgradius;
|
||||
double lifespan;
|
||||
int icount;
|
||||
ThinkerIterator t;
|
||||
transient ThinkerIterator t;
|
||||
Default
|
||||
{
|
||||
Obituary "%o was vaporized by %k's Redeemer!!";
|
||||
|
|
@ -43,13 +43,13 @@ Class ShockWave : Actor
|
|||
lifespan = ReactionTime;
|
||||
A_PlaySound("warhead/explode",CHAN_VOICE,attenuation:ATTN_NONE);
|
||||
A_QuakeEx(9,9,9,100,0,12000,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.5);
|
||||
t = ThinkerIterator.Create("Actor");
|
||||
}
|
||||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if ( globalfreeze || level.frozen ) return;
|
||||
if ( alpha <= 0 ) return;
|
||||
if ( !t ) t = ThinkerIterator.Create("Actor");
|
||||
icount++;
|
||||
if ( icount == 4 ) Spawn("WarheadSubExplosion",pos);
|
||||
lifespan--;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue