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

@ -49,12 +49,15 @@ This mod requires GZDoom 3.4.0 or later.
- Make biorifle sludge follow ceiling and wall movement (this might be hard) - Make biorifle sludge follow ceiling and wall movement (this might be hard)
- Add some more effects - Add some more effects
- Additional particle effects on explosions - Additional particle effects on explosions
- Smoke on spent casings - Smoke on spent casings [DONE]
- View-space particles for weapon fire [WIP]
- Visual recoil affecting aim (time to recycle SM's A_Swing once again) - Visual recoil affecting aim (time to recycle SM's A_Swing once again)
- Additional model optimization and cleanup - Additional model optimization and cleanup
- Trim out unused animations (this one is going to be very time-consuming) - Trim out unused animations (this one is going to be very time-consuming)
- Unify some texture groups (umodel does some weird thing where it separates - Unify some texture groups (umodel does some weird thing where it separates
unlit polys into a new group, even when they're not supposed to be) unlit polys into a new group, even when they're not supposed to be, this
can be seen in the shock rifle hud model) (unlit polys are kind of
unnecessary in gzdoom since there's brightmaps)
- Trim out garbage triangles (e.g.: an extra triangle in the biorifle that - Trim out garbage triangles (e.g.: an extra triangle in the biorifle that
has no reason to exist (can be seen when using invisibility, looks has no reason to exist (can be seen when using invisibility, looks
completely out of place there) completely out of place there)

View file

@ -74,10 +74,10 @@ Model "UTRocketLauncher"
SurfaceSkin 0 2 "Eight_t3.png" SurfaceSkin 0 2 "Eight_t3.png"
SurfaceSkin 0 3 "Eight_t4.png" SurfaceSkin 0 3 "Eight_t4.png"
SurfaceSkin 0 4 "miniammoledbase.png" SurfaceSkin 0 4 "miniammoledbase.png"
Scale -0.24 0.12 0.24 Scale -0.2 0.22 0.2
Offset 2.0 -12.0 -10.5 Offset 3.4 -9.2 -8.5
AngleOffset 90 AngleOffset 94
RollOffset -3 RollOffset -2
// Select // Select
FrameIndex EBLS A 0 0 FrameIndex EBLS A 0 0

View file

@ -72,22 +72,22 @@ Model "Enforcer"
AngleOffset 90 AngleOffset 90
PitchOffset 90 PitchOffset 90
Scale 0.04 0.04 0.04 Scale 0.04 0.04 0.04
Offset 10.4 -25.0 -2.9 Offset 12.4 -30.0 -2.9
FrameIndex EMUZ A 3 0 FrameIndex EMUZ A 3 0
Scale 0.04 0.04 0.04 Scale 0.04 0.04 0.04
Offset 1.9 -25.0 -9.3 Offset 2.4 -30.0 -10.9
FrameIndex EMUZ B 3 0 FrameIndex EMUZ B 3 0
Scale 0.04 0.04 0.04 Scale 0.04 0.04 0.04
Offset -10.4 -25.0 -2.9 Offset -12.4 -30.0 -2.9
FrameIndex EMUZ C 3 0 FrameIndex EMUZ C 3 0
Scale 0.04 0.04 0.04 Scale 0.04 0.04 0.04
Offset -1.9 -25.0 -9.3 Offset -2.4 -30.0 -10.9
FrameIndex EMUZ D 3 0 FrameIndex EMUZ D 3 0
} }
@ -101,7 +101,7 @@ Model "Enforcer"
SurfaceSkin 0 2 "Jtutot3.png" SurfaceSkin 0 2 "Jtutot3.png"
SurfaceSkin 0 3 "Jtutot4.png" SurfaceSkin 0 3 "Jtutot4.png"
Scale 0.14 -0.08 0.12 Scale 0.14 -0.08 0.12
Offset 8.6 -12.8 -13.5 Offset 8.6 -14.8 -13.5
AngleOffset 90 AngleOffset 90
// Fire // Fire
@ -248,7 +248,7 @@ Model "Enforcer"
SurfaceSkin 2 2 "Jtutot3.png" SurfaceSkin 2 2 "Jtutot3.png"
SurfaceSkin 2 3 "Jtutot4.png" SurfaceSkin 2 3 "Jtutot4.png"
Scale 0.14 -0.08 0.12 Scale 0.14 -0.08 0.12
Offset -8.8 -12.8 -13.5 Offset -8.8 -14.8 -13.5
AngleOffset 90 AngleOffset 90
// Fire // Fire

View file

@ -205,7 +205,7 @@ Model "FlakCannon"
AngleOffset 90 AngleOffset 90
PitchOffset 90 PitchOffset 90
Scale 0.08 0.08 0.08 Scale 0.08 0.08 0.08
Offset 7.4 -25.0 -8.5 Offset 8.0 -25.0 -8.5
FrameIndex FMUZ A 2 0 FrameIndex FMUZ A 2 0
} }
@ -223,7 +223,7 @@ Model "FlakCannon"
PitchOffset 180 PitchOffset 180
RollOffset 178 RollOffset 178
Scale 0.28 -0.14 0.28 Scale 0.28 -0.14 0.28
Offset 8.6 -10.4 -13.8 Offset 9.4 -10.3 -12.9
// select // select
FrameIndex FLKS A 0 0 FrameIndex FLKS A 0 0

View file

@ -251,10 +251,10 @@ Model "BioRifle"
SurfaceSkin 0 1 "JBRifle22.png" SurfaceSkin 0 1 "JBRifle22.png"
SurfaceSkin 0 2 "JBRifle23.png" SurfaceSkin 0 2 "JBRifle23.png"
SurfaceSkin 0 3 "JBRifle24.png" SurfaceSkin 0 3 "JBRifle24.png"
AngleOffset 94.21875 AngleOffset 90
RollOffset 8.4375 RollOffset 10
Scale 0.125 -0.06 0.125 Scale 0.12 -0.08 0.12
Offset 10.1 -17.8 -9.8 Offset 9.8 -19.8 -10.8
// select // select
FrameIndex BIOS A 0 0 FrameIndex BIOS A 0 0

View file

@ -23,10 +23,10 @@ Model "ImpactHammer"
SurfaceSkin 0 1 "JImpactHammer2.png" SurfaceSkin 0 1 "JImpactHammer2.png"
SurfaceSkin 0 2 "JImpactHammer3.png" SurfaceSkin 0 2 "JImpactHammer3.png"
SurfaceSkin 0 3 "JImpactHammer4.png" SurfaceSkin 0 3 "JImpactHammer4.png"
AngleOffset 90 AngleOffset 93
RollOffset -85 RollOffset -81
Scale 0.1 -0.05 0.1 Scale 0.1 -0.05 0.1
Offset 4.8 -11.8 -6.7 Offset 6.2 -14.9 -7.2
// select // select
FrameIndex IMPS A 0 0 FrameIndex IMPS A 0 0

View file

@ -44,7 +44,7 @@ Model "Minigun"
Path "models" Path "models"
Model 2 "Flat_d.3d" Model 2 "Flat_d.3d"
Scale 0.08 0.08 0.08 Scale 0.08 0.08 0.08
Offset 5.0 -32.0 -8.0 Offset 6.3 -40.0 -8.2
AngleOffset 90 AngleOffset 90
PitchOffset 90 PitchOffset 90
@ -77,8 +77,8 @@ Model "Minigun"
SurfaceSkin 0 2 "Mini_t3.png" SurfaceSkin 0 2 "Mini_t3.png"
SurfaceSkin 0 3 "Mini_t4.png" SurfaceSkin 0 3 "Mini_t4.png"
SurfaceSkin 0 4 "miniammoledbase.png" SurfaceSkin 0 4 "miniammoledbase.png"
Scale 0.12 -0.06 0.12 Scale 0.12 -0.08 0.12
Offset 0.0 -15.5 -12.8 Offset 1.8 -19.9 -13.8
AngleOffset 90 AngleOffset 90
// Select // Select

View file

@ -78,7 +78,7 @@ Model "PulseGun"
AngleOffset 90 AngleOffset 90
PitchOffset 90 PitchOffset 90
Scale 0.08 0.08 0.08 Scale 0.08 0.08 0.08
Offset 8.5 -25.0 -3.5 Offset 8.0 -25.0 -5.5
FrameIndex PMUZ A 2 0 FrameIndex PMUZ A 2 0
} }
@ -91,8 +91,8 @@ Model "PulseGun"
SurfaceSkin 0 1 "JPulseGun_02.png" SurfaceSkin 0 1 "JPulseGun_02.png"
SurfaceSkin 0 2 "JPulseGun_03.png" SurfaceSkin 0 2 "JPulseGun_03.png"
AngleOffset 90 AngleOffset 90
Scale 0.26 -0.195 0.26 Scale 0.26 -0.28 0.28
Offset 0.0 -7.5 -7.0 Offset 0.0 -7.5 -10.4
// Select // Select
FrameIndex PGNS A 0 2 FrameIndex PGNS A 0 2

View file

@ -43,7 +43,7 @@ Model "SniperRifle"
AngleOffset 90 AngleOffset 90
PitchOffset 90 PitchOffset 90
Scale 0.12 0.12 0.12 Scale 0.12 0.12 0.12
Offset 6.0 -40.0 -6.0 Offset 6.0 -50.0 -4.8
FrameIndex SMUZ A 2 0 FrameIndex SMUZ A 2 0
} }
@ -57,9 +57,10 @@ Model "SniperRifle"
SurfaceSkin 0 2 "Rifle2c.png" SurfaceSkin 0 2 "Rifle2c.png"
SurfaceSkin 0 3 "Rifle2d.png" SurfaceSkin 0 3 "Rifle2d.png"
Scale 0.32 -0.16 0.32 Scale 0.32 -0.16 0.32
Offset 7.5 -23.0 -7.0 Offset 7.1 -23.9 -6.8
AngleOffset 90 AngleOffset 92
PitchOffset -5 // doesn't look right otherwise RollOffset 2
PitchOffset -5
// Select // Select
FrameIndex SRFS A 0 0 FrameIndex SRFS A 0 0

View file

@ -77,9 +77,10 @@ Model "Ripper2"
SurfaceSkin 0 2 "JRazor4.png" SurfaceSkin 0 2 "JRazor4.png"
SurfaceSkin 0 3 "JRazor5.png" SurfaceSkin 0 3 "JRazor5.png"
SurfaceSkin 0 4 "JRazor3.png" SurfaceSkin 0 4 "JRazor3.png"
Scale 0.16 -0.08 0.16 Scale 0.16 -0.1 0.16
Offset 6.4 -9.8 -8.4 Offset 5.2 -9.6 -7.6
AngleOffset 90 AngleOffset 88
RollOffset 2
// Select // Select
FrameIndex RZRS A 0 0 FrameIndex RZRS A 0 0

View file

@ -158,8 +158,9 @@ Model "ShockRifle"
SurfaceSkin 0 3 "asmd_t3.png" SurfaceSkin 0 3 "asmd_t3.png"
SurfaceSkin 0 4 "asmd_t4.png" SurfaceSkin 0 4 "asmd_t4.png"
AngleOffset 90 AngleOffset 90
RollOffset 3 // subtly hide an ugly looking part of the model
Scale 0.15 -0.12 0.15 Scale 0.15 -0.12 0.15
Offset 3.9 -17.6 -6.1 Offset 5.1 -18.4 -5.2
// select // select
FrameIndex ASMS A 0 0 FrameIndex ASMS A 0 0
@ -245,8 +246,9 @@ Model "EnhancedShockRifle"
SurfaceSkin 0 3 "sasmd_t3.png" SurfaceSkin 0 3 "sasmd_t3.png"
SurfaceSkin 0 4 "sasmd_t4.png" SurfaceSkin 0 4 "sasmd_t4.png"
AngleOffset 90 AngleOffset 90
RollOffset 3 // subtly hide an ugly looking part of the model
Scale 0.15 -0.12 0.15 Scale 0.15 -0.12 0.15
Offset 3.9 -17.6 -6.1 Offset 5.1 -18.4 -5.2
// select // select
FrameIndex ASMS A 0 0 FrameIndex ASMS A 0 0

View file

@ -37,11 +37,11 @@ Model "Translocator"
SurfaceSkin 0 1 "tloc2.png" SurfaceSkin 0 1 "tloc2.png"
SurfaceSkin 0 2 "tloc3.png" SurfaceSkin 0 2 "tloc3.png"
SurfaceSkin 0 3 "tloc4.png" SurfaceSkin 0 3 "tloc4.png"
Scale 0.11 -0.055 0.11 Scale 0.11 -0.055 0.1
Offset -19.8 -22.8 -31.2 Offset -17.4 -20.8 -30.2
AngleOffset -95 AngleOffset -95
PitchOffset 5 PitchOffset 5
RollOffset -5 RollOffset -12
// select // select
FrameIndex TLCS A 0 18 FrameIndex TLCS A 0 18

View file

@ -72,11 +72,13 @@ Model "WarheadLauncher"
SurfaceSkin 0 1 "jwarhead2.png" SurfaceSkin 0 1 "jwarhead2.png"
SurfaceSkin 0 2 "jwarhead3.png" SurfaceSkin 0 2 "jwarhead3.png"
SurfaceSkin 0 3 "jwarhead4.png" SurfaceSkin 0 3 "jwarhead4.png"
Scale 0.2 -0.1 0.2 Scale 0.2 -0.18 0.2
AngleOffset 90 AngleOffset 89
PitchOffset 35.0 PitchOffset 30
RollOffset -85.0 RollOffset -82
Offset 5.8 -13.6 -5.2 Offset 4.4 -18.1 -4.8
// Offsets and rotations are still not like in UT because really, I can't get over that damn hole in the right tube
// I should patch that up someday when I write the .3d editor
// select // select
FrameIndex WARS A 0 0 FrameIndex WARS A 0 0

View file

@ -180,6 +180,7 @@ Class BioGel : Actor
Line atline; Line atline;
int atside; int atside;
int rollvel, pitchvel, yawvel; int rollvel, pitchvel, yawvel;
Vector3 normal;
override void PostBeginPlay() override void PostBeginPlay()
{ {
@ -250,7 +251,6 @@ Class BioGel : Actor
SetStateLabel("XDeath"); SetStateLabel("XDeath");
return; return;
} }
Vector3 normal = (0,0,0);
FLineTraceData d; FLineTraceData d;
A_SetSize(0.1,0); A_SetSize(0.1,0);
if ( BlockingLine ) if ( BlockingLine )
@ -310,7 +310,7 @@ Class BioGel : Actor
} }
action void A_DropDrip() 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.target = target;
d.angle = angle; d.angle = angle;
d.pitch = pitch; d.pitch = pitch;
@ -338,6 +338,17 @@ Class BioGel : Actor
let s = Spawn("BioSpark",pos); let s = Spawn("BioSpark",pos);
s.vel = pvel; 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; Scale *= 0.5;
} }
Default Default
@ -486,6 +497,17 @@ Class BioRifle : UTWeapon
p.pitch = BulletSlope(); p.pitch = BulletSlope();
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed; p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
p.target = self; 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() action void A_BeginCharge()
{ {

View file

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

View file

@ -90,6 +90,7 @@ Class UTCasing : Actor
{ {
int deadtimer; int deadtimer;
double pitchvel, anglevel; double pitchvel, anglevel;
double heat;
Default Default
{ {
@ -110,16 +111,22 @@ Class UTCasing : Actor
deadtimer = 0; deadtimer = 0;
pitchvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1); pitchvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
anglevel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1); anglevel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
heat = 1.0;
} }
override void Tick() override void Tick()
{ {
Super.Tick(); Super.Tick();
if ( level.frozen || globalfreeze ) return;
if ( InStateSequence(CurState,ResolveState("Death")) ) if ( InStateSequence(CurState,ResolveState("Death")) )
{ {
deadtimer++; deadtimer++;
if ( deadtimer > 300 ) A_FadeOut(0.05); if ( deadtimer > 300 ) A_FadeOut(0.05);
return; return;
} }
heat -= 0.02;
if ( heat <= 0 ) return;
let s = Spawn("UTSmallSmoke",pos);
s.alpha *= heat;
} }
States States
{ {
@ -296,8 +303,8 @@ Class Enforcer : UTWeapon replaces Pistol
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll); [x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x; Vector3 origin = pos+(0,0,player.viewheight)+10.0*x;
int ydir = slave?-1:1; int ydir = slave?-1:1;
if ( alt ) origin = origin-z*9.0+ydir*y*1.0; if ( alt ) origin = origin-z*3.0+ydir*y*1.0;
else origin = origin-z*2.0+ydir*y*6.0; 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); double a = FRandom[Enforcer](0,360), s = FRandom[Enforcer](0,alt?0.08:0.004);
[x2, y2, z2] = Matrix4.GetAxes(BulletSlope(),angle,roll); [x2, y2, z2] = Matrix4.GetAxes(BulletSlope(),angle,roll);
Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit(); 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); p.pitch = asin(-hitnormal.z);
if ( d.HitLine ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation); 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; origin += x*8.0+ydir*y*6.0-z*2.0;
let c = Spawn("UTCasing",origin); let c = Spawn("UTCasing",origin);
c.vel = x*FRandom[Junk](-2,2)+y*ydir*FRandom[Junk](3,6)+z*FRandom[Junk](3,5); 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--; if ( !alt ) MinigunLight(l).cnt--;
Vector3 x, y, z, x2, y2, z2; Vector3 x, y, z, x2, y2, z2;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll); [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); double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,alt?0.05:0.02);
[x2, y2, z2] = Matrix4.GetAxes(BulletSlope(),angle,roll); [x2, y2, z2] = Matrix4.GetAxes(BulletSlope(),angle,roll);
Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit(); Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
@ -160,7 +160,7 @@ Class Minigun : UTWeapon
t.pitch = asin(-dir.z); t.pitch = asin(-dir.z);
MinigunTracer(t).dest = d.HitLocation; 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); let c = Spawn("UTCasing",origin);
c.vel = x*FRandom[Junk](-2,2)+y*FRandom[Junk](3,6)+z*FRandom[Junk](3,5); c.vel = x*FRandom[Junk](-2,2)+y*FRandom[Junk](3,6)+z*FRandom[Junk](3,5);
c.Scale *= 0.5; c.Scale *= 0.5;

View file

@ -442,7 +442,7 @@ Class StarterBolt : PulseBolt
if ( target.player ) if ( target.player )
{ {
[x, y, z] = Matrix4.GetAxes(target.pitch,target.angle,target.roll); [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); else origin = target.Vec3Offset(0,0,target.missileheight);
SetOrigin(origin,true); SetOrigin(origin,true);
@ -488,7 +488,7 @@ Class PulseGun : UTWeapon
A_AlertMonsters(); A_AlertMonsters();
Vector3 x, y, z; Vector3 x, y, z;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll); [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); int numpt = Random[Pulse](2,5);
for ( int i=0; i<numpt; i++ ) for ( int i=0; i<numpt; i++ )
{ {
@ -549,7 +549,7 @@ Class PulseGun : UTWeapon
A_PlaySound("pulse/bolt",CHAN_WEAPON,1.0,true); A_PlaySound("pulse/bolt",CHAN_WEAPON,1.0,true);
Vector3 x, y, z, origin; Vector3 x, y, z, origin;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll); [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 = Spawn("StarterBolt",origin);
invoker.beam.angle = angle; invoker.beam.angle = angle;
invoker.beam.pitch = BulletSlope(); 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 Class UTRedSkull : RedSkull replaces RedSkull
{ {
Default Default

View file

@ -25,7 +25,7 @@ Class ShockWave : Actor
double shocksize, olddmgradius; double shocksize, olddmgradius;
double lifespan; double lifespan;
int icount; int icount;
ThinkerIterator t; transient ThinkerIterator t;
Default Default
{ {
Obituary "%o was vaporized by %k's Redeemer!!"; Obituary "%o was vaporized by %k's Redeemer!!";
@ -43,13 +43,13 @@ Class ShockWave : Actor
lifespan = ReactionTime; lifespan = ReactionTime;
A_PlaySound("warhead/explode",CHAN_VOICE,attenuation:ATTN_NONE); A_PlaySound("warhead/explode",CHAN_VOICE,attenuation:ATTN_NONE);
A_QuakeEx(9,9,9,100,0,12000,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.5); A_QuakeEx(9,9,9,100,0,12000,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.5);
t = ThinkerIterator.Create("Actor");
} }
override void Tick() override void Tick()
{ {
Super.Tick(); Super.Tick();
if ( globalfreeze || level.frozen ) return; if ( globalfreeze || level.frozen ) return;
if ( alpha <= 0 ) return; if ( alpha <= 0 ) return;
if ( !t ) t = ThinkerIterator.Create("Actor");
icount++; icount++;
if ( icount == 4 ) Spawn("WarheadSubExplosion",pos); if ( icount == 4 ) Spawn("WarheadSubExplosion",pos);
lifespan--; lifespan--;