One half of "swinger" recoil system added.

This commit is contained in:
Marisa the Magician 2018-09-15 14:14:34 +02:00
commit c15847a10a
7 changed files with 141 additions and 5 deletions

View file

@ -559,6 +559,7 @@ Class PulseGun : UTWeapon
if ( !CVar.GetCVar('flak_pulsereload').GetBool() && (invoker.clipcount <= 0) ) invoker.clipcount = (weap.Ammo1.Amount>0)?Min(50,weap.Ammo1.Amount):50;
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,128,255,128),1);
UTMainHandler.DoSwing(self,(FRandom[Pulse](-1,-1),FRandom[Pulse](-1,1)),0.1,-0.02,3,SWING_Spring2);
A_AlertMonsters();
Vector3 x, y, z;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
@ -619,6 +620,7 @@ Class PulseGun : UTWeapon
if ( !CVar.GetCVar('flak_pulsereload').GetBool() && (invoker.clipcount <=0) ) invoker.clipcount = (weap.Ammo1.Amount>0)?Min(50,weap.Ammo1.Amount):50;
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,128,255,128),1);
UTMainHandler.DoSwing(self,(FRandom[Pulse](-1,-1),FRandom[Pulse](-1,1)),0.3,-0.1,2,SWING_Spring3);
A_AlertMonsters();
A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
A_Overlay(-2,"MuzzleFlash");