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

19
LICENSE.txt Normal file
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@ -0,0 +1,19 @@
Copyright (c) 2018-2023 Marisa the Magician, UnSX Team
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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@ -2,7 +2,7 @@
What began as a test for importing UT vertex meshes has turned into an actual full UT weapon and item mod.
This mod requires GZDoom 4.9 or later.
This mod requires GZDoom 4.11 or later.
Four years have passed since all of this started, in 2018. It took four years for some of the planned features to finally be possible. A lot of time sure has passed, huh?
@ -51,6 +51,7 @@ Four years have passed since all of this started, in 2018. It took four years fo
- Scaling/Customization options for the HUD
- UT-like player movement physics
- UT-like weapon dropping style
- UT-like weapon and view bobbing
- UT player classes
- Heretic compatibility
- Spanish localization
@ -69,7 +70,7 @@ Four years have passed since all of this started, in 2018. It took four years fo
## What Didn't Make It
- Third person weapon models (all players currently look like they're holding a Quadshot, features for this are not in 4.9)
- Third person weapon models (all players currently look like they're holding a Quadshot, features for this are not in 4.11)
- Additional player classes (Skaarj Hybrid, Nali, War Cow), including those that use skeletal models (Xan Mk2, War Boss)
- Relics

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@ -1,4 +1,15 @@
version "4.10"
version "4.11"
/*
Doom Tournament main codebase
Save for the third party Gutamatics library, all code here is
(C)2018-2023 Marisa the Magician, UnSX Team, and is released under the
terms of the MIT license (see LICENSE.txt).
No proprietary code by Epic Games has been copied, with or without
modification, in the process of developing this project.
*/
#include "zscript/dt_Gutamatics/Include.zsc"
#include "zscript/dt_utility.zsc"

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@ -1,165 +0,0 @@
GNU LESSER GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
This version of the GNU Lesser General Public License incorporates
the terms and conditions of version 3 of the GNU General Public
License, supplemented by the additional permissions listed below.
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As used herein, "this License" refers to version 3 of the GNU Lesser
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@ -722,10 +722,7 @@ Class BioRifle : UTWeapon
A_AlertMonsters();
if ( alt ) A_QuakeEx(1+int(0.5*invoker.charge),1+int(0.5*invoker.charge),1+int(0.5*invoker.charge),5+int(1.2*invoker.charge),0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05+0.01*invoker.charge);
else A_QuakeEx(1,1,1,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+8*y-5*z);
Vector3 origin = dt_Utility.GetFireOffset(self,10,8,-5);
Actor p;
if ( alt )
{
@ -793,6 +790,7 @@ Class BioRifle : UTWeapon
Weapon.AmmoGive 25;
UTWeapon.DropAmmo 5;
UTWeapon.NameColor "00 FF 00";
UTWeapon.BobDamping .9;
}
States
{

View file

@ -131,8 +131,8 @@ Class UTChainsaw : UTWeapon
invoker.FireEffect();
A_AlertMonsters();
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-4*z);
[x, y, z] = dt_Utility.GetPlayerAxes(self);
Vector3 origin = dt_Utility.GetFireOffset(self,10,0,-4);
FLineTraceData d;
LineTrace(angle,90,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( d.HitType == TRACE_HitActor )
@ -179,8 +179,8 @@ Class UTChainsaw : UTWeapon
if ( initial ) invoker.FireEffect();
A_AlertMonsters();
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*z);
[x, y, z] = dt_Utility.GetPlayerAxes(self);
Vector3 origin = dt_Utility.GetFireOffset(self,10,0,-2);
FLineTraceData d;
double ang = (angle-60)+120*invoker.sawcnt;
LineTrace(ang,90,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
@ -232,9 +232,7 @@ Class UTChainsaw : UTWeapon
}
else A_QuakeEx(0,0,0,2,0,1,"",QF_RELATIVE,rollIntensity:0.2);
if ( bAlt || Random[Chainsaw](0,2) ) return;
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),5*x+y-3*z);
Vector3 origin = dt_Utility.GetFireOffset(self,5,1,-3);
for ( int i=0; i<5; i++ )
{
let s = Spawn("UTViewSmoke",origin);
@ -254,6 +252,7 @@ Class UTChainsaw : UTWeapon
Weapon.UpSound "chainsaw/select";
Weapon.SlotNumber 1;
Weapon.SelectionOrder 9;
UTWeapon.BobDamping .4;
+WEAPON.MELEEWEAPON;
+FORCEPAIN;
+NOEXTREMEDEATH;

View file

@ -71,4 +71,81 @@ Class dt_Utility
Quat r = Quat.FromAngles(angle,pitch,roll);
return r*x, r*y, r*z;
}
// included here until Gutamatics updates to use native quaternions
static double, double, double ToAngles( Quat q )
{
double angle = 0., pitch = 0., roll = 0.;
double stest = q.z*q.x-q.w*q.y;
double angY = 2.*(q.w*q.z+q.x*q.y);
double angX = 1.-2.*(q.y*q.y+q.z*q.z);
if ( stest < -.4999995 )
{
angle = atan2(angY,angX);
pitch = 90.;
roll = dt_GM_GlobalMaths.Normalize180(angle+(2.*atan2(q.x,q.w)));
}
else if ( stest > .4999995 )
{
angle = atan2(angY,angX);
pitch = -90.;
roll = dt_GM_GlobalMaths.Normalize180(angle+(2.*atan2(q.x,q.w)));
}
else
{
angle = atan2(angY,angX);
pitch = -asin(2.*stest);
roll = atan2(2.*(q.w*q.x+q.y*q.z),1.-2.*(q.x*q.x+q.y*q.y));
}
return angle, pitch, roll;
}
// for aiming and shooting
static Vector3 GetPlayerViewDir( Actor player )
{
Quat r = Quat.FromAngles(player.angle,player.pitch,player.roll);
return r*(1,0,0);
}
static play Vector3 GetPlayerAimDir( Actor player )
{
FTranslatedLineTarget t;
double pitch = player.BulletSlope(t);
Quat r;
if ( !t.linetarget ) r = Quat.FromAngles(player.angle,player.pitch,player.roll);
else r = Quat.FromAngles(player.angle,pitch,player.roll);
return r*(1,0,0);
}
static Vector3, Vector3, Vector3 GetPlayerAxes( Actor player )
{
Quat r = Quat.FromAngles(player.angle,player.pitch,player.roll);
return r*(1,0,0), r*(0,-1,0), r*(0,0,1);
}
static play Vector3, Vector3, Vector3 GetPlayerAxesAutoAimed( Actor player )
{
FTranslatedLineTarget t;
double pitch = player.BulletSlope(t);
Quat r;
if ( !t.linetarget ) r = Quat.FromAngles(player.angle,player.pitch,player.roll);
else r = Quat.FromAngles(player.angle,pitch,player.roll);
return r*(1,0,0), r*(0,-1,0), r*(0,0,1);
}
static Vector3 GetPlayerEye( Actor player )
{
if ( !player.viewpos )
return player.Vec2OffsetZ(0,0,player.player.viewz);
if ( player.viewpos.flags&VPSF_ABSOLUTEPOS )
return player.viewpos.offset;
Vector3 origin = player.Vec2OffsetZ(0,0,player.player.viewz);
if ( player.viewpos.flags&VPSF_ABSOLUTEOFFSET )
return level.Vec3Offset(origin,player.viewpos.offset);
Quat r = Quat.FromAngles(player.angle,player.pitch,player.roll);
return level.Vec3Offset(origin,r*player.viewpos.offset);
}
static Vector3 GetFireOffset( Actor player, double x, double y, double z )
{
Vector3 origin = GetPlayerEye(player);
Quat r = Quat.FromAngles(player.angle,player.pitch,player.roll);
return level.Vec3Offset(origin,r*(x,-y,z));
}
}

View file

@ -388,9 +388,9 @@ Class UTRocketLauncher : UTWeapon
A_QuakeEx(2+num,2+num,2+num,6+num,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1+num*0.05);
Vector3 x, y, z, x2, y2, z2;
double a, s;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-3*z);
[x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
[x, y, z] = dt_Utility.GetPlayerAxes(self);
Vector3 origin = dt_Utility.GetFireOffset(self,10,3,-3);
[x2, y2, z2] = dt_Utility.GetPlayerAxesAutoAimed(self);
Actor p;
if ( weap.bAltFire )
{
@ -469,8 +469,8 @@ Class UTRocketLauncher : UTWeapon
while ( a = Actor(t.Next()) )
{
if ( !a.bSHOOTABLE || (a.Health <= 0) || a.bKilled || !a.bIsMonster || a.bCorpse || (a == self) || isTeammate(a) || !CheckSight(a) ) continue;
Vector3 viewdir = dt_Utility.Vec3FromAngle(angle,pitch);
Vector3 reldir = level.Vec3Diff(Vec2OffsetZ(0,0,player.viewz),a.Vec2OffsetZ(0,0,a.pos.z+a.height*0.5));
Vector3 viewdir = dt_Utility.GetPlayerViewDir(self);
Vector3 reldir = level.Vec3Diff(dt_Utility.GetPlayerEye(self),a.Vec2OffsetZ(0,0,a.pos.z+a.height*0.5));
double reldist = reldir.length();
if ( reldist > 2000 ) continue;
if ( reldir.unit() dot viewdir < 0.99 ) continue;
@ -507,6 +507,7 @@ Class UTRocketLauncher : UTWeapon
Weapon.AmmoGive 6;
UTWeapon.DropAmmo 3;
UTWeapon.NameColor "FF 00 00";
UTWeapon.BobDamping .35;
}
States
{

View file

@ -33,9 +33,7 @@ Class EnforcerLight : DynamicLight
}
if ( target.player )
{
Vector3 x, y, z, origin;
[x, y, z] = dt_Utility.GetAxes(target.angle,target.pitch,target.roll);
origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),x*12);
Vector3 origin = dt_Utility.GetFireOffset(target,12,0,0);
SetOrigin(origin,true);
}
else SetOrigin(target.pos,true);
@ -378,13 +376,13 @@ Class Enforcer : UTWeapon
A_OverlayRenderstyle(-2,STYLE_Add);
}
Vector3 x, y, z, x2, y2, z2;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
[x, y, z] = dt_Utility.GetPlayerAxes(self);
int ydir = slave?-1:1;
if ( alt ) origin = level.Vec3Offset(origin,-z*3+ydir*y);
else origin = level.Vec3Offset(origin,-z+ydir*y*4);
Vector3 origin;
if ( alt ) origin = dt_Utility.GetFireOffset(self,10,ydir,-3);
else origin = dt_Utility.GetFireOffset(self,10,4*ydir,-1);
double a = FRandom[Enforcer](0,360), s = FRandom[Enforcer](0,alt?invoker.altaccuracy:0.004);
[x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
[x2, y2, z2] = dt_Utility.GetPlayerAxesAutoAimed(self);
Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
FLineTraceData d;
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
@ -488,6 +486,7 @@ Class Enforcer : UTWeapon
Weapon.Kickback 180;
UTWeapon.DropAmmo 10;
UTWeapon.NameColor "C8 C8 FF";
UTWeapon.BobDamping 1.2;
Enforcer.ClipCount 20;
Enforcer.SlaveClipCount 20;
}
@ -507,7 +506,8 @@ Class Enforcer : UTWeapon
invoker.slavedown = false;
if ( !invoker.slaveactive && (CountInv("Enforcer") > 1) )
{
invoker.slavereload = invoker.slaverefire = 0;
invoker.slavereload = false;
invoker.slaverefire = 0;
A_Overlay(2,"LeftReady");
}
}
@ -634,8 +634,8 @@ Class Enforcer : UTWeapon
UTPlayer(self).PlayReloading();
invoker.slavereload = (flak_enforcerreload&&invoker.slaveactive&&(invoker.slaveclipcount<min(invoker.default.slaveclipcount,invoker.Ammo1.Amount)));
Vector3 x, y, z, origin;
[x,y,z] = dt_Utility.GetAxes(angle,pitch,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*4.-z*8.);
[x,y,z] = dt_Utility.GetPlayerAxes(self);
origin = dt_Utility.GetFireOffset(self,4,4,-8);
let c = Spawn("EnforcerMag",origin);
c.angle = angle;
c.pitch = pitch;
@ -668,8 +668,8 @@ Class Enforcer : UTWeapon
UTPlayer(self).PlayReloading();
invoker.slavereload = false;
Vector3 x, y, z, origin;
[x,y,z] = dt_Utility.GetAxes(angle,pitch,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*4.-z*8.);
[x,y,z] = dt_Utility.GetPlayerAxes(self);
origin = dt_Utility.GetFireOffset(self,4,-4,-8);
let c = Spawn("EnforcerMag",origin);
c.angle = angle;
c.pitch = pitch;

View file

@ -609,7 +609,7 @@ Class FlakLight : DynamicLight
Destroy();
return;
}
if ( target.player ) SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true);
if ( target.player ) SetOrigin(dt_Utility.GetPlayerEye(target),true);
else SetOrigin(target.pos,true);
if ( cnt++ > 2 ) Destroy();
}
@ -683,12 +683,11 @@ Class FlakCannon : UTWeapon
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+4*y-3*z);
Vector3 origin = dt_Utility.GetFireOffset(self,10,4,-3);
A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
[x, y, z] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
[x, y, z] = dt_Utility.GetPlayerAxesAutoAimed(self);
Vector3 offsets[8]; // vanilla adds these to each chunk
offsets[0] = (0,0,0);
offsets[1] = -z;
@ -741,8 +740,8 @@ Class FlakCannon : UTWeapon
A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-3*z);
[x, y, z] = dt_Utility.GetPlayerAxes(self);
Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-3);
A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
@ -789,6 +788,7 @@ Class FlakCannon : UTWeapon
Weapon.AmmoGive 10;
UTWeapon.DropAmmo 5;
UTWeapon.NameColor "FF 60 00";
UTWeapon.BobDamping .3;
}
States
{
@ -828,8 +828,8 @@ Class FlakCannon : UTWeapon
FLKF J 4
{
Vector3 x, y, z, origin;
[x,y,z] = dt_Utility.GetAxes(angle,pitch,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*3.-z*8.);
[x,y,z] = dt_Utility.GetPlayerAxes(self);
origin = dt_Utility.GetFireOffset(self,4,3,-8);
let c = Spawn("FlakMag",origin);
c.angle = angle;
c.pitch = pitch;

View file

@ -106,9 +106,7 @@ Class ImpactHammer : UTWeapon
return;
}
FLineTraceData d;
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-4*z);
Vector3 origin = dt_Utility.GetFireOffset(self,10,3,-4);
LineTrace(angle,40,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( (invoker.chargesize > 1) && (d.HitType == TRACE_HitActor) )
player.SetPSprite(PSP_WEAPON,ResolveState("Release"));
@ -121,9 +119,8 @@ Class ImpactHammer : UTWeapon
A_StartSound("impact/release",CHAN_WEAPON);
invoker.FireEffect();
A_AlertMonsters(gameinfo.gametype&GAME_Strife?100:0);
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-4*z);
Vector3 x = dt_Utility.GetPlayerViewDir(self);
Vector3 origin = dt_Utility.GetFireOffset(self,10,3,-4);
double realcharge = min(1.5,invoker.chargesize);
FLineTraceData d;
LineTrace(angle,60,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
@ -187,8 +184,8 @@ Class ImpactHammer : UTWeapon
A_AlertMonsters(gameinfo.gametype&GAME_Strife?100:0);
A_QuakeEx(2,2,2,6,0,1,"",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+3*y-4*z);
[x, y, z] = dt_Utility.GetPlayerAxes(self);
Vector3 origin = dt_Utility.GetFireOffset(self,10,3,-4);
FLineTraceData d;
LineTrace(angle,120,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
double dscale = d.Distance/120.;
@ -250,6 +247,7 @@ Class ImpactHammer : UTWeapon
Weapon.SelectionOrder 9;
+WEAPON.MELEEWEAPON;
UTWeapon.NameColor "FF C0 00";
UTWeapon.BobDamping 1.1;
}
States
{

View file

@ -117,10 +117,10 @@ Class Minigun : UTWeapon
l.target = self;
if ( !alt ) MinigunLight(l).cnt--;
Vector3 x, y, z, x2, y2, z2;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+y*2-z*2);
[x, y, z] = dt_Utility.GetPlayerAxes(self);
Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-2);
double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,alt?0.05:0.02);
[x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
[x2, y2, z2] = dt_Utility.GetPlayerAxesAutoAimed(self);
Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
FLineTraceData d;
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
@ -223,6 +223,7 @@ Class Minigun : UTWeapon
Weapon.Kickback 180;
UTWeapon.DropAmmo 20;
UTWeapon.NameColor "FF FF 00";
UTWeapon.BobDamping .65;
}
States
{

View file

@ -53,7 +53,7 @@ Class DamageAmpLight : DynamicLight
return;
}
if ( target.player )
SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true);
SetOrigin(dt_Utility.GetPlayerEye(target),true);
else SetOrigin(target.Vec3Offset(0,0,target.height/2),true);
args[LIGHT_INTENSITY] = Random[UDamage](10,12)*8;
bDORMANT = Powerup(master).isBlinking();
@ -160,7 +160,7 @@ Class UTInvulLight : DynamicLight
return;
}
if ( target.player )
SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true);
SetOrigin(dt_Utility.GetPlayerEye(target),true);
else SetOrigin(target.Vec3Offset(0,0,target.height/2),true);
args[LIGHT_INTENSITY] = Random[UInvuln](10,12)*8;
bDORMANT = Powerup(master).isBlinking();
@ -575,10 +575,8 @@ Class UTVisionLight : DynamicLight
Destroy();
return;
}
Vector3 x, y, z, origin;
[x, y, z] = dt_Utility.GetAxes(target.angle,target.pitch,target.roll);
if ( target.player )
origin = target.Vec2OffsetZ(0,0,target.player.viewz);
Vector3 origin;
if ( target.player ) origin = dt_Utility.GetPlayerEye(target);
else origin = target.Vec3Offset(0,0,target.height/2);
SetOrigin(origin,true);
angle = target.angle;

View file

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

View file

@ -241,6 +241,7 @@ Class Ripper2 : UTWeapon
Weapon.AmmoGive 10;
UTWeapon.DropAmmo 5;
UTWeapon.NameColor "00 FF FF";
UTWeapon.BobDamping .35;
}
action void A_RazorFire( bool alt = false )
{
@ -255,9 +256,7 @@ Class Ripper2 : UTWeapon
A_AlertMonsters();
if ( alt ) A_QuakeEx(3,3,3,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
else A_QuakeEx(1,1,1,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+6*y-4*z);
Vector3 origin = dt_Utility.GetFireOffset(self,10,6,-4);
Actor p;
if ( alt ) p = Spawn("Razor2Alt",origin);
else p = Spawn("Razor2",origin);

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;

View file

@ -95,9 +95,10 @@ Class SniperRifle : UTWeapon
let l = Spawn("SniperLight",pos);
l.target = self;
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
if ( !zoomed ) origin = level.Vec3Offset(origin,y*4-z*2);
[x, y, z] = dt_Utility.GetPlayerAxes(self);
Vector3 origin;
if ( zoomed ) origin = dt_Utility.GetFireOffset(self,10,0,0);
else origin = dt_Utility.GetFireOffset(self,10,4,-2);
FLineTraceData d;
double pt = BulletSlope();
LineTrace(angle,10000,pt,TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
@ -189,6 +190,7 @@ Class SniperRifle : UTWeapon
Weapon.Kickback 250;
UTWeapon.DropAmmo 2;
UTWeapon.NameColor "00 00 FF";
UTWeapon.BobDamping .35;
+NOEXTREMEDEATH;
}
States

View file

@ -416,9 +416,7 @@ Class Translocator : UTWeapon
A_StartSound("transloc/throw",CHAN_WEAPON);
invoker.FireEffect();
A_AlertMonsters();
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-8*y-12*z);
Vector3 origin = dt_Utility.GetFireOffset(self,10,-8,-12);
let p = Spawn("TranslocatorModule",origin);
p.target = self;
p.angle = angle;
@ -591,9 +589,7 @@ Class OldTranslocator : Translocator
A_StartSound("transloc/throw",CHAN_WEAPON);
invoker.FireEffect();
A_AlertMonsters();
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+15.0*x-10.0*y-4.0*z;
Vector3 origin = dt_Utility.GetFireOffset(self,10,-10,-4);
let p = Spawn("OldTranslocatorModule",origin);
p.target = self;
p.angle = angle;

View file

@ -83,6 +83,9 @@ Class UTPlayer : DoomPlayer
VOICE_Boss
};
double bobtime, oldbobtime, oldbob;
Vector3 oldwalkbob, walkbob;
const groundspeed = 400.;
const swimspeed = 200.;
const baseaccelrate = 2048.;
@ -353,87 +356,97 @@ Class UTPlayer : DoomPlayer
return 734.2969*fin*fin-1485.0868*fin+750.7899;
}
virtual clearscope Vector3 GetWeaponBob( double ticfrac )
{
Vector3 bob = (oldwalkbob*(1.-ticfrac)+walkbob*ticfrac);
double bobdamping = .95;
if ( player.ReadyWeapon is 'UTWeapon' )
bobdamping = UTWeapon(player.ReadyWeapon).bobdamping;
Vector3 weaponbob = bobdamping*bob;
return weaponbob;
}
override Vector3, Vector3 BobWeapon3D( double ticfrac )
{
Quat r = Quat.FromAngles(angle,pitch,roll);
r.xyz = -r.xyz;
Vector3 bob = r*GetWeaponBob(ticfrac);
return (bob.y,bob.z,bob.x), (0,0,0);
}
// we can't reproduce this 1:1 with unreal due to some math quirks between engines
virtual void CheckBob( double bob )
{
oldbobtime = bobtime;
double vel2d = vel.xy.length();
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetPlayerAxes(self);
if ( vel2d < .25 ) bobtime += .2/GameTicRate;
else bobtime += (.3+.7*(vel2d/5.))/GameTicRate;
oldwalkbob = walkbob;
walkbob = y*sin(bobtime*180.)*bob*.2;
walkbob.z = sin(bobtime*360.)*bob*.15;
walkbob *= clamp(viewbob,0.,1.5);
SetViewPos(walkbob,VPSF_ABSOLUTEOFFSET);
}
override void CalcHeight()
{
if ( !flak_utmovement || !player || (player.mo != self) )
if ( !player || (player.mo != self) )
{
Super.CalcHeight();
return;
}
double angle, bob;
bool still = false;
// no bobbing while:
// - using noclip2 (equivalent to unreal's ghost cheat)
// - flying
// - swimming
// - falling
if ( !bNoGravity && player.onground && (waterlevel < 2) )
{
player.bob = player.Vel dot player.Vel;
if ( player.bob == 0 ) still = true;
double defviewh = viewheight+player.crouchviewdelta;
oldbob = player.bob;
if ( bFlyCheat || (player.cheats&CF_NOCLIP2) )
player.bob = 0.;
else
{
player.bob *= player.GetMoveBob();
if ( player.bob > MAXBOB ) player.bob = MAXBOB;
}
}
else
{
// this still doesn't help because fly bob is hardcoded
player.bob = 0;
}
double defaultviewheight = ViewHeight+player.crouchviewdelta;
player.bob = min((player.vel dot player.vel)*player.GetMoveBob(),MAXBOB);
if ( player.cheats&CF_NOVELOCITY )
{
player.viewz = pos.z+defaultviewheight;
if ( player.viewz > ceilingz-4 ) player.viewz = ceilingz-4;
player.viewz = pos.z+defviewh;
if ( player.viewz > ceilingz-4 )
player.viewz = ceilingz-4;
oldwalkbob = walkbob = (0,0,0);
SetViewPos((0,0,0),VPSF_ABSOLUTEOFFSET);
return;
}
if ( still )
{
if ( player.health > 0 )
{
angle = Level.maptime/(120*TICRATE/35.)*360.;
bob = player.GetStillBob()*sin(angle);
}
else bob = 0;
}
else
{
angle = Level.maptime/(20*TICRATE/35.)*360.;
bob = player.bob*sin(angle)*((waterlevel>1)?0.25:0.5);
}
// move viewheight
// adjust viewheight
if ( player.playerstate == PST_LIVE )
{
player.viewheight += player.deltaviewheight;
if ( player.viewheight > defaultviewheight )
if ( player.viewheight > defviewh )
{
player.viewheight = defaultviewheight;
player.deltaviewheight = 0;
player.viewheight = defviewh;
player.deltaviewheight = 0.;
}
else if ( player.viewheight < (defaultviewheight/2) )
else if ( player.viewheight < (defviewh/2.) )
{
player.viewheight = defaultviewheight/2;
if ( player.deltaviewheight <= 0 )
player.deltaviewheight = 1/65536.;
player.viewheight = defviewh/2.;
if ( player.deltaviewheight <= 0. )
player.deltaviewheight = 1./65536.;
}
if ( player.deltaviewheight )
{
player.deltaviewheight += 0.25;
player.deltaviewheight += .25;
if ( !player.deltaviewheight )
player.deltaviewheight = 1/65536.;
player.deltaviewheight = 1./65536.;
}
}
if ( player.morphTics ) bob = 0;
player.viewz = pos.z+player.viewheight+(bob*clamp(ViewBob,0.,1.5)); // [SP] Allow DECORATE changes to view bobbing speed.
// apply bobbing
CheckBob(player.morphtics?0.:player.bob);
// set up viewz
player.viewz = pos.z+player.viewheight;
// handle smooth step down (hacky but looks ok)
player.viewz += ssup;
ssup = max(0,(ssup*0.7)-0.25);
ssup = max(0,(ssup*.7)-.25);
if ( floorclip && (player.playerstate != PST_DEAD) && (pos.z <= floorz) )
player.viewz -= Floorclip;
if ( player.viewz > ceilingz-4 ) player.viewz = ceilingz-4;
if ( player.viewz < floorz+4 ) player.viewz = floorz+4;
player.viewz -= floorclip;
if ( player.viewz > ceilingz-4 )
player.viewz = ceilingz-4;
if ( player.viewz < floorz+4 )
player.viewz = floorz+4;
}
override void MovePlayer()
@ -533,7 +546,7 @@ Class UTPlayer : DoomPlayer
player.cheats &= ~CF_REVERTPLEASE;
player.camera = player.mo;
}
player.vel *= 0;
player.vel *= .8;
player.jumptics = -2;
}
else
@ -569,8 +582,8 @@ Class UTPlayer : DoomPlayer
if ( acceleration.length() <= double.epsilon ) PlayIdle();
else PlayRunning();
}
if ( tempslide ) player.vel *= 0;
else player.vel = vel.xy;
if ( tempslide ) player.vel *= .8;
else player.vel = player.vel*.8+vel.xy*.2;
}
}
else if ( !bNoGravity && (waterlevel < 1) )
@ -600,7 +613,7 @@ Class UTPlayer : DoomPlayer
}
else vel.xy = vel.xy+acceleration/TICRATE;
if ( vel.length() > terminalvelocity/TICRATE ) vel = vel.unit()*(terminalvelocity/TICRATE);
player.vel *= 0;
player.vel *= .8;
player.jumptics = -2;
if ( !(player.cheats & CF_PREDICTING) ) PlayIdle();
}
@ -627,7 +640,7 @@ Class UTPlayer : DoomPlayer
else maxvel = groundspeed/TICRATE;
maxvel *= fs;
if ( vel.length() > maxvel ) vel = vel.unit()*maxvel;
player.vel *= 0;
player.vel *= .8;
player.jumptics = -2;
if ( !(player.cheats & CF_PREDICTING) ) PlayIdle();
}
@ -669,7 +682,7 @@ Class UTPlayer : DoomPlayer
}
maxvel *= fs*doomfriction;
if ( vel.length() > maxvel ) vel = vel.unit()*maxvel;
player.vel = vel.xy;
player.vel = player.vel*.8+vel.xy*.2;
player.jumptics = -2;
if ( !(player.cheats & CF_PREDICTING) )
{
@ -1877,9 +1890,11 @@ Class UTWeapon : Weapon
bool bExtraPickup;
transient int lastnoammotic;
Color NameColor;
double bobdamping;
Property DropAmmo: DropAmmo;
Property NameColor: NameColor;
Property BobDamping: BobDamping;
// Drawstuffs under HUD
virtual ui void PreRender( double lbottom ) {}
@ -2025,7 +2040,7 @@ Class UTWeapon : Weapon
Vector2 hofs = RotateVector((dropper.radius,0),dropper.angle);
SetOrigin(dropper.Vec3Offset(hofs.x,hofs.y,dropper.height*0.5),false);
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(dropper.angle,dropper.pitch,dropper.roll);
[x, y, z] = dt_Utility.GetPlayerAxes(dropper);
vel = x*12.0;
vel.z += 4.0;
angle = dropper.angle;
@ -2056,6 +2071,7 @@ Class UTWeapon : Weapon
Weapon.BobRangeY 0.4;
Weapon.YAdjust 0;
UTWeapon.NameColor "FF FF FF";
UTWeapon.BobDamping .96;
+WEAPON.NOALERT;
}
}
@ -2214,9 +2230,7 @@ Class UTViewSpark : UTSpark
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;
@ -2461,9 +2475,7 @@ Class UTViewSmoke : UTSmoke
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;

View file

@ -1156,7 +1156,8 @@ Class UTHud : BaseStatusBar
lastfragcnt = CPlayer.killcount;
}
vtracer.ignore = CPlayer.mo;
vtracer.trace(CPlayer.mo.Vec2OffsetZ(0,0,CPlayer.viewz),CPlayer.mo.CurSector,dt_Utility.Vec3FromAngle(CPlayer.mo.angle,CPlayer.mo.pitch),1000,0);
Vector3 origin = dt_Utility.GetPlayerEye(CPlayer.mo);
vtracer.trace(origin,level.PointInSector(origin.xy),dt_Utility.GetPlayerViewDir(CPlayer.mo),1000,0);
if ( vtracer.Results.HitType != TRACE_HitActor ) return;
lastseen = vtracer.Results.HitActor;
lastseentic = level.time;

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
{