Progress continues. Many things have been added. Pulsegun is complete.
I've started implementing various pickups.
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96 changed files with 950 additions and 144 deletions
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@ -119,11 +119,11 @@ Class ShockBeam : Actor
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Default
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{
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Obituary "%k inflicted mortal damage upon %o with the Shock Rifle";
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DamageType 'jolted';
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RenderStyle "Add";
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Radius 0.1;
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Height 0;
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Scale 0.4;
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DamageFunction Random[ASMD](30,45);
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+NOGRAVITY;
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+NOCLIP;
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+DONTSPLASH;
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@ -151,7 +151,7 @@ Class ShockBeam : Actor
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Spawn("ShockBeamLight",Vec3Offset(tracedir.x*i,tracedir.y*i,tracedir.z*i));
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for ( int i=0; i<t.Results.Distance; i+=4 )
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{
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Vector3 pofs = tracedir*FRandom[ASMD](-4,4)+(FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1));
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Vector3 pofs = Level.Vec3Diff(pos,pos+tracedir*FRandom[ASMD](-4,4)+(FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)));
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A_SpawnParticle("C0A0FF",SPF_FULLBRIGHT,15,2,0,tracedir.x*i+pofs.x,tracedir.y*i+pofs.y,tracedir.z*i+pofs.z,FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),startalphaf:1,sizestep:-.1);
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A_SpawnParticle("8040FF",SPF_FULLBRIGHT,20,4,0,tracedir.x*i+pofs.x,tracedir.y*i+pofs.y,tracedir.z*i+pofs.z,FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),startalphaf:.75,sizestep:-.1);
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A_SpawnParticle("5020FF",SPF_FULLBRIGHT,25,6,0,tracedir.x*i+pofs.x,tracedir.y*i+pofs.y,tracedir.z*i+pofs.z,FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),startalphaf:.5,sizestep:-.1);
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@ -301,6 +301,7 @@ Class ShockBeamLight : ShockExplLight
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{
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Default
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{
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+DYNAMICLIGHT.ATTENUATE;
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ReactionTime 15;
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Args 0,0,0,80;
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}
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@ -451,7 +452,7 @@ Class ShockRifle : UTWeapon
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A_QuakeEx(3,3,3,4,0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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Vector3 x, y, z;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+3.0*y-4.0*z;
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z;
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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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@ -468,7 +469,7 @@ Class ShockRifle : UTWeapon
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A_QuakeEx(3,3,3,8,0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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Vector3 x, y, z;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+3.0*y-4.0*z;
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z;
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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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