1.3 update, cleaning up and GZDoom 4.11 features.

This commit is contained in:
Marisa the Magician 2023-08-25 23:45:52 +02:00
commit ac4c53b3ef
21 changed files with 279 additions and 351 deletions

View file

@ -609,7 +609,7 @@ Class FlakLight : DynamicLight
Destroy();
return;
}
if ( target.player ) SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true);
if ( target.player ) SetOrigin(dt_Utility.GetPlayerEye(target),true);
else SetOrigin(target.pos,true);
if ( cnt++ > 2 ) Destroy();
}
@ -683,12 +683,11 @@ Class FlakCannon : UTWeapon
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+4*y-3*z);
Vector3 origin = dt_Utility.GetFireOffset(self,10,4,-3);
A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
[x, y, z] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
[x, y, z] = dt_Utility.GetPlayerAxesAutoAimed(self);
Vector3 offsets[8]; // vanilla adds these to each chunk
offsets[0] = (0,0,0);
offsets[1] = -z;
@ -741,8 +740,8 @@ Class FlakCannon : UTWeapon
A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-3*z);
[x, y, z] = dt_Utility.GetPlayerAxes(self);
Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-3);
A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
@ -789,6 +788,7 @@ Class FlakCannon : UTWeapon
Weapon.AmmoGive 10;
UTWeapon.DropAmmo 5;
UTWeapon.NameColor "FF 60 00";
UTWeapon.BobDamping .3;
}
States
{
@ -828,8 +828,8 @@ Class FlakCannon : UTWeapon
FLKF J 4
{
Vector3 x, y, z, origin;
[x,y,z] = dt_Utility.GetAxes(angle,pitch,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*3.-z*8.);
[x,y,z] = dt_Utility.GetPlayerAxes(self);
origin = dt_Utility.GetFireOffset(self,4,3,-8);
let c = Spawn("FlakMag",origin);
c.angle = angle;
c.pitch = pitch;