1.3 update, cleaning up and GZDoom 4.11 features.
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66e5a1c74c
commit
ac4c53b3ef
21 changed files with 279 additions and 351 deletions
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@ -107,9 +107,7 @@ Class ViewPulseSpark : PulseSpark
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Destroy();
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return;
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}
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Vector3 x, y, z;
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[x, y, z] = dt_Utility.GetAxes(target.angle,target.pitch,target.roll);
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Vector3 origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),x*ofs.x+y*ofs.y+z*ofs.z);
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Vector3 origin = dt_Utility.GetFireOffset(target,ofs.x,ofs.y,ofs.z);
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SetOrigin(origin,true);
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bInvisible = (players[consoleplayer].camera != target);
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if ( isFrozen() ) return;
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@ -536,13 +534,9 @@ Class StarterBolt : PulseBolt
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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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Vector3 origin;
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bRELATIVETOFLOOR = (target.pos.z <= target.floorz); // hack, but kinda works
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if ( target.player )
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{
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[x, y, z] = dt_Utility.GetAxes(target.angle,target.pitch,target.roll);
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origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),8*x+4.1*y-2.7*z);
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}
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if ( target.player ) origin = dt_Utility.GetFireOffset(target,8,4.1,-2.7);
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else origin = target.Vec3Offset(0,0,target.missileheight);
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SetOrigin(origin,true);
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A_SetAngle(target.angle);
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@ -677,9 +671,7 @@ Class PulseGun : UTWeapon
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(32,128,255,128),1);
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A_AlertMonsters();
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Vector3 x, y, z;
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[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+4.1*y-2.7*z);
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Vector3 origin = dt_Utility.GetFireOffset(self,10,4.1,-2.7);
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for ( int i=0; i<4; i++ )
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{
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let s = Spawn("UTViewSmoke",origin);
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@ -743,8 +735,8 @@ Class PulseGun : UTWeapon
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A_OverlayRenderstyle(-2,STYLE_Add);
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Vector3 x, y, z;
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double a;
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[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-1.8*z);
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[x, y, z] = dt_Utility.GetPlayerAxes(self);
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Vector3 origin = dt_Utility.GetFireOffset(self,10,3,-1.8);
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origin = level.Vec3Offset(origin,dt_Utility.CircleOffset(y,z,invoker.sangle,2));
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invoker.sangle += 100;
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Actor p = Spawn("PulseBall",origin);
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@ -775,9 +767,7 @@ Class PulseGun : UTWeapon
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{
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invoker.special1 = 0;
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A_StartSound("pulse/bolt",CHAN_WEAPON,CHANF_LOOPING);
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Vector3 x, y, z, origin;
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[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+4.1*y-2.7*z);
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Vector3 origin = dt_Utility.GetFireOffset(self,10,4.1,-2.7);
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invoker.beam = Spawn("StarterBolt",origin);
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invoker.beam.angle = angle;
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invoker.beam.pitch = BulletSlope();
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@ -818,6 +808,7 @@ Class PulseGun : UTWeapon
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PulseGun.ClipCount 50;
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UTWeapon.DropAmmo 15;
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UTWeapon.NameColor "80 FF 80";
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UTWeapon.BobDamping .4;
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}
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States
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{
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@ -901,8 +892,8 @@ Class PulseGun : UTWeapon
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PGR2 A 1
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{
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Vector3 x, y, z, origin;
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[x,y,z] = dt_Utility.GetAxes(angle,pitch,roll);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*6.-z*8.);
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[x,y,z] = dt_Utility.GetPlayerAxes(self);
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origin = dt_Utility.GetFireOffset(self,4,-6,-8);
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let c = Spawn("PulseMag",origin);
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c.angle = angle;
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c.pitch = pitch;
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