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.
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9ed6c9dea0
commit
aa3fd89bcb
20 changed files with 176 additions and 68 deletions
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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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