1.3 update, cleaning up and GZDoom 4.11 features.
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66e5a1c74c
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ac4c53b3ef
21 changed files with 279 additions and 351 deletions
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@ -1035,9 +1035,7 @@ Class ViewShockSpark : ShockSpark
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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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@ -1068,9 +1066,7 @@ Class ShockRifle : UTWeapon
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UTMainHandler.DoFlash(self,Color(128,128,0,255),1);
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A_AlertMonsters();
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A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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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+2*y-1.5*z);
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Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-1.5);
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Actor p = Spawn("ShockBeam",origin);
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p.angle = angle;
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p.pitch = BulletSlope();
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@ -1105,9 +1101,7 @@ Class ShockRifle : UTWeapon
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UTMainHandler.DoFlash(self,Color(128,128,0,255),1);
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A_AlertMonsters();
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A_QuakeEx(2,2,2,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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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+2*y-1.5*z);
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Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-1.5);
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Actor p = Spawn("ShockBall",origin);
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p.angle = angle;
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p.pitch = BulletSlope();
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@ -1147,6 +1141,7 @@ Class ShockRifle : UTWeapon
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Weapon.AmmoGive 20;
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UTWeapon.DropAmmo 5;
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UTWeapon.NameColor "80 00 FF";
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UTWeapon.BobDamping .4;
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}
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States
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{
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@ -1250,9 +1245,7 @@ Class EnhancedShockRifle : UTWeapon
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UTMainHandler.DoFlash(self,Color(128,255,128,0),1);
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A_AlertMonsters();
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A_QuakeEx(3,3,3,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15);
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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+2*y-1.5*z);
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Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-1.5);
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Actor p = Spawn("SuperShockBeam",origin);
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p.angle = angle;
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p.pitch = BulletSlope();
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@ -1287,9 +1280,7 @@ Class EnhancedShockRifle : UTWeapon
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UTMainHandler.DoFlash(self,Color(128,255,128,0),1);
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A_AlertMonsters();
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A_QuakeEx(3,3,3,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15);
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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+2*y-1.5*z);
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Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-1.5);
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Actor p = Spawn("SuperShockBall",origin);
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p.angle = angle;
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p.pitch = BulletSlope();
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@ -1334,6 +1325,7 @@ Class EnhancedShockRifle : UTWeapon
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Weapon.AmmoGive 50;
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UTWeapon.DropAmmo 5;
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UTWeapon.NameColor "80 00 FF";
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UTWeapon.BobDamping .4;
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+WEAPON.AMMO_OPTIONAL;
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+WEAPON.ALT_AMMO_OPTIONAL;
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+WEAPON.CHEATNOTWEAPON;
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