1.3 update, cleaning up and GZDoom 4.11 features.
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21 changed files with 279 additions and 351 deletions
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@ -445,11 +445,11 @@ Class GuidedWarShell : WarShell
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guideangle = lagangle2*0.95+lagangle*0.05;
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guidepitch = lagpitch2*0.95+lagpitch*0.05;
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guideroll = lagroll2*0.95+lagroll*0.05;
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dt_GM_Quaternion orient = dt_GM_Quaternion.createFromAngles(angle,pitch,roll);
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dt_GM_Quaternion angles = dt_GM_Quaternion.createFromAngles(guideangle,guidepitch,guideroll);
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orient = orient.multiplyQuat(angles);
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Quat orient = Quat.FromAngles(angle,pitch,roll);
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Quat angles = Quat.FromAngles(guideangle,guidepitch,guideroll);
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orient *= angles;
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double nangle, npitch, nroll;
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[nangle, npitch, nroll] = orient.toAngles();
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[nangle, npitch, nroll] = dt_Utility.ToAngles(orient);
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angle = nangle;
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pitch = npitch;
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roll = nroll;
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@ -650,10 +650,8 @@ Class WarheadLauncher : UTWeapon
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UTMainHandler.DoFlash(self,Color(128,255,128,128),1);
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A_AlertMonsters();
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A_QuakeEx(6,6,6,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
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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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vel -= x*10;
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-2*z);
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vel -= dt_Utility.GetPlayerViewDir(self)*10;
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Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-2);
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Actor p = Spawn("WarShell",origin);
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p.angle = angle;
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p.pitch = BulletSlope();
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@ -665,9 +663,9 @@ Class WarheadLauncher : UTWeapon
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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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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[x, y, z] = dt_Utility.GetPlayerAxes(self);
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vel -= x*0.2;
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-2*z);
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Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-2);
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int numpt = Random[Warhead](10,20);
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for ( int i=0; i<numpt; i++ )
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{
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@ -688,10 +686,8 @@ Class WarheadLauncher : UTWeapon
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UTMainHandler.DoFlash(self,Color(128,255,128,128),1);
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A_AlertMonsters();
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A_QuakeEx(6,6,6,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
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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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vel -= x*10;
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-2*z);
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vel -= dt_Utility.GetPlayerViewDir(self)*10;
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Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-2);
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Actor p = Spawn("GuidedWarShell",origin);
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p.angle = angle;
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p.pitch = BulletSlope();
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@ -738,6 +734,7 @@ Class WarheadLauncher : UTWeapon
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+WEAPON.NOAUTOFIRE;
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UTWeapon.DropAmmo 1;
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UTWeapon.NameColor "FF 80 80";
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UTWeapon.BobDamping .45;
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}
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States
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{
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