One half of "swinger" recoil system added.
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parent
cdfea51f31
commit
c15847a10a
7 changed files with 141 additions and 5 deletions
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@ -334,7 +334,11 @@ Class ShockBeam : Actor
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ExplodeMissile(null,t.Results.HitActor);
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if ( t.Results.HitActor is 'ShockHitbox' )
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{
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if ( target ) target.TakeInventory('ShockAmmo',2);
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if ( target )
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{
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target.TakeInventory('ShockAmmo',2);
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UTMainHandler.DoSwing(target,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),5,-1,3,SWING_Spring2,2);
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}
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let b = t.Results.HitActor.target;
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UTMainHandler.DoBlast(b,250,70000);
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b.ExplodeMissile(null,self);
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@ -557,7 +561,11 @@ Class SuperShockBeam : Actor
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ExplodeMissile(null,t.Results.HitActor);
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if ( t.Results.HitActor is 'ShockHitbox' )
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{
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if ( target ) target.TakeInventory('EnhancedShockAmmo',1);
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if ( target )
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{
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target.TakeInventory('EnhancedShockAmmo',1);
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UTMainHandler.DoSwing(target,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),10,-2,3,SWING_Spring2,2);
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}
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let b = t.Results.HitActor.target;
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UTMainHandler.DoBlast(b,400,70000);
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b.ExplodeMissile(null,self);
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@ -996,6 +1004,7 @@ Class ShockRifle : UTWeapon
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A_PlaySound("shock/fire",CHAN_WEAPON);
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(128,128,0,255),1);
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UTMainHandler.DoSwing(self,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),2,-0.3,3,SWING_Spring3);
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A_AlertMonsters();
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A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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Vector3 x, y, z;
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@ -1033,6 +1042,7 @@ Class ShockRifle : UTWeapon
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A_PlaySound("shock/altfire",CHAN_WEAPON);
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(128,128,0,255),1);
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UTMainHandler.DoSwing(self,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),3,-0.4,3,SWING_Spring3);
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A_AlertMonsters();
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A_QuakeEx(2,2,2,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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Vector3 x, y, z;
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@ -1177,6 +1187,7 @@ Class EnhancedShockRifle : UTWeapon
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A_PlaySound("shock/fire",CHAN_WEAPON);
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(128,255,128,0),1);
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UTMainHandler.DoSwing(self,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),4,-0.6,3,SWING_Spring3);
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A_AlertMonsters();
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A_QuakeEx(3,3,3,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15);
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Vector3 x, y, z;
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@ -1214,6 +1225,7 @@ Class EnhancedShockRifle : UTWeapon
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A_PlaySound("shock/altfire",CHAN_WEAPON);
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(128,255,128,0),1);
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UTMainHandler.DoSwing(self,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),6,-0.8,3,SWING_Spring3);
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A_AlertMonsters();
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A_QuakeEx(3,3,3,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15);
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Vector3 x, y, z;
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