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

@ -1035,9 +1035,7 @@ Class ViewShockSpark : ShockSpark
Destroy();
return;
}
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(target.angle,target.pitch,target.roll);
Vector3 origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),x*ofs.x+y*ofs.y+z*ofs.z);
Vector3 origin = dt_Utility.GetFireOffset(target,ofs.x,ofs.y,ofs.z);
SetOrigin(origin,true);
bInvisible = (players[consoleplayer].camera != target);
if ( isFrozen() ) return;
@ -1068,9 +1066,7 @@ Class ShockRifle : UTWeapon
UTMainHandler.DoFlash(self,Color(128,128,0,255),1);
A_AlertMonsters();
A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-1.5*z);
Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-1.5);
Actor p = Spawn("ShockBeam",origin);
p.angle = angle;
p.pitch = BulletSlope();
@ -1105,9 +1101,7 @@ Class ShockRifle : UTWeapon
UTMainHandler.DoFlash(self,Color(128,128,0,255),1);
A_AlertMonsters();
A_QuakeEx(2,2,2,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-1.5*z);
Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-1.5);
Actor p = Spawn("ShockBall",origin);
p.angle = angle;
p.pitch = BulletSlope();
@ -1147,6 +1141,7 @@ Class ShockRifle : UTWeapon
Weapon.AmmoGive 20;
UTWeapon.DropAmmo 5;
UTWeapon.NameColor "80 00 FF";
UTWeapon.BobDamping .4;
}
States
{
@ -1250,9 +1245,7 @@ Class EnhancedShockRifle : UTWeapon
UTMainHandler.DoFlash(self,Color(128,255,128,0),1);
A_AlertMonsters();
A_QuakeEx(3,3,3,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15);
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-1.5*z);
Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-1.5);
Actor p = Spawn("SuperShockBeam",origin);
p.angle = angle;
p.pitch = BulletSlope();
@ -1287,9 +1280,7 @@ Class EnhancedShockRifle : UTWeapon
UTMainHandler.DoFlash(self,Color(128,255,128,0),1);
A_AlertMonsters();
A_QuakeEx(3,3,3,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15);
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-1.5*z);
Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-1.5);
Actor p = Spawn("SuperShockBall",origin);
p.angle = angle;
p.pitch = BulletSlope();
@ -1334,6 +1325,7 @@ Class EnhancedShockRifle : UTWeapon
Weapon.AmmoGive 50;
UTWeapon.DropAmmo 5;
UTWeapon.NameColor "80 00 FF";
UTWeapon.BobDamping .4;
+WEAPON.AMMO_OPTIONAL;
+WEAPON.ALT_AMMO_OPTIONAL;
+WEAPON.CHEATNOTWEAPON;