One half of "swinger" recoil system added.
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cdfea51f31
commit
c15847a10a
7 changed files with 141 additions and 5 deletions
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@ -46,6 +46,7 @@ Class UTChainsaw : UTWeapon
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action void A_SawHit()
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{
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A_QuakeEx(2,2,2,2,0,1,"",QF_RELATIVE,rollIntensity:0.15);
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UTMainHandler.DoSwing(self,(FRandom[Chainsaw](-1,1),FRandom[Chainsaw](-1,1)),0.6,-0.2,2,SWING_Spring);
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invoker.sawcnt += 1./TICRATE;
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if ( invoker.sawcnt < 0.15 ) return;
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invoker.sawcnt = 0;
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@ -86,6 +87,7 @@ Class UTChainsaw : UTWeapon
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action void A_SawSwipe( bool initial = false )
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{
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A_QuakeEx(2,2,2,3,0,1,"",QF_RELATIVE,rollIntensity:0.15);
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UTMainHandler.DoSwing(self,(FRandom[Chainsaw](-1,1),FRandom[Chainsaw](-1,1)),0.6,-0.2,2,SWING_Spring);
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if ( initial ) invoker.FireEffect();
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A_AlertMonsters();
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Vector3 x, y, z;
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@ -136,6 +138,7 @@ Class UTChainsaw : UTWeapon
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A_AlertMonsters();
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if ( bAlt ) A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE,rollIntensity:0.4);
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else A_QuakeEx(0,0,0,2,0,1,"",QF_RELATIVE,rollIntensity:0.2);
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UTMainHandler.DoSwing(self,(FRandom[Chainsaw](-1,1),FRandom[Chainsaw](-1,1)),0.25,-0.1,2,SWING_Spring);
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if ( bAlt || Random[Chainsaw](0,2) ) return;
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Vector3 x, y, z;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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@ -232,9 +235,17 @@ Class UTChainsaw : UTWeapon
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CSWJ FEDCBA 1 A_Vibrate();
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Goto Idle;
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AltFire:
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CSWA A 0 A_PlaySound("chainsaw/fire",CHAN_6);
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CSWA A 0
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{
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A_PlaySound("chainsaw/fire",CHAN_6);
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UTMainHandler.DoSwing(self,(FRandom[Chainsaw](-0.8,-1.2),FRandom[Chainsaw](-0.4,-0.7)),0,1,5,SWING_Spring2,6);
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}
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CSWA ABCDE 2 A_Vibrate(true);
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CSWA F 2 A_Overlay(PSP_WEAPON+1,"AltFireSwipes");
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CSWA F 2
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{
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A_Overlay(PSP_WEAPON+1,"AltFireSwipes");
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UTMainHandler.DoSwing(self,(FRandom[Chainsaw](0.8,1.2),FRandom[Chainsaw](0,0)),0,2,6,SWING_Spring2);
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}
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CSWA GHIJ 2;
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CSWA K 2 A_Vibrate(true);
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CSWA K 0 A_PlaySound("chainsaw/idle",CHAN_6,looping:true);
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