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

@ -53,7 +53,7 @@ Class DamageAmpLight : DynamicLight
return;
}
if ( target.player )
SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true);
SetOrigin(dt_Utility.GetPlayerEye(target),true);
else SetOrigin(target.Vec3Offset(0,0,target.height/2),true);
args[LIGHT_INTENSITY] = Random[UDamage](10,12)*8;
bDORMANT = Powerup(master).isBlinking();
@ -160,7 +160,7 @@ Class UTInvulLight : DynamicLight
return;
}
if ( target.player )
SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true);
SetOrigin(dt_Utility.GetPlayerEye(target),true);
else SetOrigin(target.Vec3Offset(0,0,target.height/2),true);
args[LIGHT_INTENSITY] = Random[UInvuln](10,12)*8;
bDORMANT = Powerup(master).isBlinking();
@ -575,10 +575,8 @@ Class UTVisionLight : DynamicLight
Destroy();
return;
}
Vector3 x, y, z, origin;
[x, y, z] = dt_Utility.GetAxes(target.angle,target.pitch,target.roll);
if ( target.player )
origin = target.Vec2OffsetZ(0,0,target.player.viewz);
Vector3 origin;
if ( target.player ) origin = dt_Utility.GetPlayerEye(target);
else origin = target.Vec3Offset(0,0,target.height/2);
SetOrigin(origin,true);
angle = target.angle;