Progress continues. Many things have been added. Pulsegun is complete.

I've started implementing various pickups.
This commit is contained in:
Marisa the Magician 2018-05-19 00:48:40 +02:00
commit bcab8e79ae
96 changed files with 950 additions and 144 deletions

View file

@ -119,11 +119,11 @@ Class ShockBeam : Actor
Default
{
Obituary "%k inflicted mortal damage upon %o with the Shock Rifle";
DamageType 'jolted';
RenderStyle "Add";
Radius 0.1;
Height 0;
Scale 0.4;
DamageFunction Random[ASMD](30,45);
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
@ -151,7 +151,7 @@ Class ShockBeam : Actor
Spawn("ShockBeamLight",Vec3Offset(tracedir.x*i,tracedir.y*i,tracedir.z*i));
for ( int i=0; i<t.Results.Distance; i+=4 )
{
Vector3 pofs = tracedir*FRandom[ASMD](-4,4)+(FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1));
Vector3 pofs = Level.Vec3Diff(pos,pos+tracedir*FRandom[ASMD](-4,4)+(FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)));
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);
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);
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);
@ -301,6 +301,7 @@ Class ShockBeamLight : ShockExplLight
{
Default
{
+DYNAMICLIGHT.ATTENUATE;
ReactionTime 15;
Args 0,0,0,80;
}
@ -451,7 +452,7 @@ Class ShockRifle : UTWeapon
A_QuakeEx(3,3,3,4,0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+3.0*y-4.0*z;
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z;
Actor p = Spawn("ShockBeam",origin);
p.angle = angle;
p.pitch = BulletSlope();
@ -468,7 +469,7 @@ Class ShockRifle : UTWeapon
A_QuakeEx(3,3,3,8,0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+3.0*y-4.0*z;
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z;
Actor p = Spawn("ShockBall",origin);
p.angle = angle;
p.pitch = BulletSlope();