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

@ -445,11 +445,11 @@ Class GuidedWarShell : WarShell
guideangle = lagangle2*0.95+lagangle*0.05;
guidepitch = lagpitch2*0.95+lagpitch*0.05;
guideroll = lagroll2*0.95+lagroll*0.05;
dt_GM_Quaternion orient = dt_GM_Quaternion.createFromAngles(angle,pitch,roll);
dt_GM_Quaternion angles = dt_GM_Quaternion.createFromAngles(guideangle,guidepitch,guideroll);
orient = orient.multiplyQuat(angles);
Quat orient = Quat.FromAngles(angle,pitch,roll);
Quat angles = Quat.FromAngles(guideangle,guidepitch,guideroll);
orient *= angles;
double nangle, npitch, nroll;
[nangle, npitch, nroll] = orient.toAngles();
[nangle, npitch, nroll] = dt_Utility.ToAngles(orient);
angle = nangle;
pitch = npitch;
roll = nroll;
@ -650,10 +650,8 @@ Class WarheadLauncher : UTWeapon
UTMainHandler.DoFlash(self,Color(128,255,128,128),1);
A_AlertMonsters();
A_QuakeEx(6,6,6,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
vel -= x*10;
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-2*z);
vel -= dt_Utility.GetPlayerViewDir(self)*10;
Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-2);
Actor p = Spawn("WarShell",origin);
p.angle = angle;
p.pitch = BulletSlope();
@ -665,9 +663,9 @@ Class WarheadLauncher : UTWeapon
Weapon weap = Weapon(invoker);
if ( !weap ) return;
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
[x, y, z] = dt_Utility.GetPlayerAxes(self);
vel -= x*0.2;
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-2*z);
Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-2);
int numpt = Random[Warhead](10,20);
for ( int i=0; i<numpt; i++ )
{
@ -688,10 +686,8 @@ Class WarheadLauncher : UTWeapon
UTMainHandler.DoFlash(self,Color(128,255,128,128),1);
A_AlertMonsters();
A_QuakeEx(6,6,6,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
vel -= x*10;
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-2*z);
vel -= dt_Utility.GetPlayerViewDir(self)*10;
Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-2);
Actor p = Spawn("GuidedWarShell",origin);
p.angle = angle;
p.pitch = BulletSlope();
@ -738,6 +734,7 @@ Class WarheadLauncher : UTWeapon
+WEAPON.NOAUTOFIRE;
UTWeapon.DropAmmo 1;
UTWeapon.NameColor "FF 80 80";
UTWeapon.BobDamping .45;
}
States
{