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:
Marisa the Magician 2018-06-09 14:15:50 +02:00
commit aa3fd89bcb
20 changed files with 176 additions and 68 deletions

View file

@ -180,6 +180,7 @@ Class BioGel : Actor
Line atline;
int atside;
int rollvel, pitchvel, yawvel;
Vector3 normal;
override void PostBeginPlay()
{
@ -250,7 +251,6 @@ Class BioGel : Actor
SetStateLabel("XDeath");
return;
}
Vector3 normal = (0,0,0);
FLineTraceData d;
A_SetSize(0.1,0);
if ( BlockingLine )
@ -310,7 +310,7 @@ Class BioGel : Actor
}
action void A_DropDrip()
{
let d = Spawn("BioSplash",pos+cursector.ceilingplane.Normal*2*scale.x);
let d = Spawn("BioSplash",pos+invoker.normal*2*scale.x);
d.target = target;
d.angle = angle;
d.pitch = pitch;
@ -338,6 +338,17 @@ Class BioGel : Actor
let s = Spawn("BioSpark",pos);
s.vel = pvel;
}
numpt = Min(100,Scale.x*10)+Random[GES](-4,4);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[GES](-1,1),FRandom[GES](-1,1),FRandom[GES](-1,1)).unit()*FRandom[GES](1.2,2.4);
let s = Spawn("UTSmoke",pos+invoker.normal*4);
s.vel = pvel;
s.scale *= 2;
s.A_SetRenderStyle(0.5,STYLE_AddShaded);
if ( Random[GES](0,1) ) s.SetShade("40FF60");
else s.SetShade("60FF40");
}
Scale *= 0.5;
}
Default
@ -486,6 +497,17 @@ Class BioRifle : UTWeapon
p.pitch = BulletSlope();
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
p.target = self;
for ( int i=0; i<12; i++ )
{
let s = Spawn("UTViewSmoke",origin);
UTViewSmoke(s).ofs = (10,4,-3);
s.scale *= 2.0;
s.target = self;
if ( Random[GES](0,1) ) s.SetShade("40FF60");
else s.SetShade("60FF40");
s.A_SetRenderStyle(0.5,STYLE_AddShaded);
UTViewSmoke(s).vvel += (FRandom[GES](0.8,1.6),FRandom[GES](-0.5,0.5),FRandom[GES](-0.5,0.5));
}
}
action void A_BeginCharge()
{

View file

@ -302,7 +302,7 @@ Class UTRocketLauncher : UTWeapon
Vector3 x, y, z, x2, y2, z2;
double a, s;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+6.0*y-6.0*z;
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-6.0*z;
[x2, y2, z2] = Matrix4.GetAxes(BulletSlope(),angle,roll);
Actor p;
if ( weap.bAltFire )
@ -311,9 +311,9 @@ Class UTRocketLauncher : UTWeapon
for ( int i=0; i<num; i++ )
{
a = FRandom[Eightball](0,360);
s = FRandom[Eightball](0,0.06*(num-1));
Vector3 dir = (x2+cos(a)*y2*s+sin(a)*z2*s).unit();
p = Spawn("UTGrenade",origin);
s = FRandom[Eightball](0,(num>1)?12:0);
Vector3 dir = (x2+cos(a)*y2*s*0.004+sin(a)*z2*s*0.004).unit();
p = Spawn("UTGrenade",origin+cos(a)*y*s+sin(a)*z*s);
p.vel = x*(vel dot x)*0.4 + dir*p.speed*FRandom[Eightball](1.0,1.2);
p.vel.z += 6;
p.target = self;
@ -332,11 +332,11 @@ Class UTRocketLauncher : UTWeapon
// rockets ("tight wad" as UT calls it)
double step = 360/num;
a = 90;
s = num?1.2:0.0;
s = (num>1)?6:0;
for ( int i=0; i<num; i++ )
{
p = Spawn("UTRocket",origin+cos(a)*y*s+sin(a)*z*s);
p.vel = (x2+cos(a)*y2*s*0.02+sin(a)*z2*s*0.02).unit()*p.speed;
p.vel = x2*p.speed;
p.target = self;
p.tracer = invoker.LockedTarget;
a += step;
@ -345,7 +345,7 @@ Class UTRocketLauncher : UTWeapon
else
{
// rockets (wide spread)
double range = 2.5*(num-1);
double range = 3.6*(num-1);
double step = range/(num-1);
s = -range*0.5;
for ( int i=0; i<num; i++ )
@ -655,32 +655,44 @@ Class UTRocketLauncher : UTWeapon
FireOne:
EBF1 A 0 A_FireRockets(1);
EBF1 ABCDEFGH 2;
EBLI A 10;
EBL1 A 0 A_CheckReload();
EBL1 ABCDEFG 2;
EBLI A 8;
Goto Idle;
FireTwo:
EBF2 A 0 A_FireRockets(2);
EBF2 ABCDEFGHIJK 2;
EBLI A 10;
EBL1 A 0 A_CheckReload();
EBL1 ABCDEFG 2;
EBLI A 8;
Goto Idle;
FireThree:
EBF3 A 0 A_FireRockets(3);
EBF3 ABCDEFGHIJ 2;
EBLI A 10;
EBL1 A 0 A_CheckReload();
EBL1 ABCDEFG 2;
EBLI A 8;
Goto Idle;
FireFour:
EBF4 A 0 A_FireRockets(4);
EBF4 ABCDEFGHIJK 2;
EBLI A 10;
EBL1 A 0 A_CheckReload();
EBL1 ABCDEFG 2;
EBLI A 8;
Goto Idle;
FireFive:
EBF5 A 0 A_FireRockets(5);
EBF5 ABCDEFGHIJKLM 2;
EBLI A 10;
EBL1 A 0 A_CheckReload();
EBL1 ABCDEFG 2;
EBLI A 8;
Goto Idle;
FireSix:
EBF6 A 0 A_FireRockets(6);
EBF6 ABCDEFGHIJKLMNOP 2;
EBLI A 10;
EBL1 A 0 A_CheckReload();
EBL1 ABCDEFG 2;
EBLI A 8;
Goto Idle;
Deselect:
EBLD ABCDEFGHIJK 1;

View file

@ -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);

View file

@ -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;

View file

@ -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();

View file

@ -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

View file

@ -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--;