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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20 changed files with 176 additions and 68 deletions
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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:
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EBLD ABCDEFGHIJK 1;
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