1.3 update, cleaning up and GZDoom 4.11 features.
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66e5a1c74c
commit
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21 changed files with 279 additions and 351 deletions
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@ -53,7 +53,7 @@ Class DamageAmpLight : DynamicLight
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return;
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}
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if ( target.player )
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SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true);
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SetOrigin(dt_Utility.GetPlayerEye(target),true);
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else SetOrigin(target.Vec3Offset(0,0,target.height/2),true);
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args[LIGHT_INTENSITY] = Random[UDamage](10,12)*8;
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bDORMANT = Powerup(master).isBlinking();
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@ -160,7 +160,7 @@ Class UTInvulLight : DynamicLight
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return;
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}
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if ( target.player )
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SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true);
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SetOrigin(dt_Utility.GetPlayerEye(target),true);
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else SetOrigin(target.Vec3Offset(0,0,target.height/2),true);
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args[LIGHT_INTENSITY] = Random[UInvuln](10,12)*8;
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bDORMANT = Powerup(master).isBlinking();
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@ -575,10 +575,8 @@ Class UTVisionLight : DynamicLight
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Destroy();
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return;
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}
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Vector3 x, y, z, origin;
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[x, y, z] = dt_Utility.GetAxes(target.angle,target.pitch,target.roll);
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if ( target.player )
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origin = target.Vec2OffsetZ(0,0,target.player.viewz);
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Vector3 origin;
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if ( target.player ) origin = dt_Utility.GetPlayerEye(target);
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else origin = target.Vec3Offset(0,0,target.height/2);
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SetOrigin(origin,true);
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angle = target.angle;
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