Whole set of new features:
- Spent mags for Enforcer, Flak Cannon and Pulsegun. - Fixed up bullet casing orientations. - Terrain stuff (WIP).
This commit is contained in:
parent
20666ac1bd
commit
da49775e7d
29 changed files with 568 additions and 10 deletions
|
|
@ -607,6 +607,33 @@ Class FlakLight : DynamicLight
|
|||
}
|
||||
}
|
||||
|
||||
Class FlakMag : UTCasing
|
||||
{
|
||||
Default
|
||||
{
|
||||
BounceSound "flak/sbounce";
|
||||
}
|
||||
override void PostBeginPlay()
|
||||
{
|
||||
Super.PostBeginPlay();
|
||||
if ( special1 )
|
||||
{
|
||||
anglevel *= .1;
|
||||
pitchvel *= .1;
|
||||
}
|
||||
}
|
||||
States
|
||||
{
|
||||
Death:
|
||||
PCAS A -1
|
||||
{
|
||||
pitch = RandomPick[Junk](-90,90);
|
||||
angle = FRandom[Junk](0,360);
|
||||
}
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
Class FlakCannon : UTWeapon
|
||||
{
|
||||
action void A_Loading( bool first = false )
|
||||
|
|
@ -714,6 +741,11 @@ Class FlakCannon : UTWeapon
|
|||
s.scale *= 2.4;
|
||||
s.alpha *= 0.5;
|
||||
}
|
||||
let c = Spawn("FlakMag",origin);
|
||||
c.angle = angle;
|
||||
c.pitch = BulletSlope();
|
||||
c.vel = x*FRandom[Junk](15.,20.)+y*FRandom[Junk](-.1,.1)+z*FRandom[Junk](.1,.8);
|
||||
c.special1 = 1;
|
||||
}
|
||||
|
||||
Default
|
||||
|
|
@ -756,7 +788,16 @@ Class FlakCannon : UTWeapon
|
|||
Fire:
|
||||
FLKF A 1 A_FireChunks();
|
||||
FLKF BCDEFGHI 1;
|
||||
FLKF J 4;
|
||||
FLKF J 4
|
||||
{
|
||||
Vector3 x, y, z, origin;
|
||||
[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*3.-z*8.);
|
||||
let c = Spawn("FlakMag",origin);
|
||||
c.angle = angle;
|
||||
c.pitch = pitch;
|
||||
c.vel = vel*.5+x*FRandom[Junk](-.8,.1)+y*FRandom[Junk](-.2,.2)-z*FRandom[Junk](1,2);
|
||||
}
|
||||
Goto Loading;
|
||||
AltFire:
|
||||
FLKA A 1 A_FireSlug();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue