Finishing touches for hexen compatibility (1.1 update):
- Fully implemented ammo cubes. - Fixed environment map shaders (incorrect texture coords were being used). - HUD support for displaying Hexen keys. - Fixed "has no ammo" messages displaying more often than they should. - Fixed lack of footsteps with UT physics disabled. - Sneaky initial Strife compatibility work: - Impact Hammer will have reduced alert distance. - HUD support for displaying Strife keys.
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27 changed files with 314 additions and 70 deletions
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@ -66,7 +66,7 @@ Class ImpactHammer : UTWeapon
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if ( invoker.count > .2 )
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{
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invoker.count = 0;
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A_AlertMonsters();
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A_AlertMonsters(gameinfo.gametype&GAME_Strife?100:0);
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}
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A_QuakeEx(clamp(int(invoker.chargesize),0,2),clamp(int(invoker.chargesize),0,2),clamp(int(invoker.chargesize),0,2),2,0,96,"",QF_RELATIVE,rollIntensity:clamp(invoker.chargesize*0.3,0,0.3));
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UTMainHandler.DoSwing(self,(FRandom[Impact](-1,1),FRandom[Impact](-1,1)),invoker.chargesize*0.1,0,1,SWING_Spring);
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@ -90,7 +90,7 @@ Class ImpactHammer : UTWeapon
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A_PlaySound("impact/release",CHAN_WEAPON);
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invoker.FireEffect();
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UTMainHandler.DoSwing(self,(FRandom[Impact](-0.3,-1.5),FRandom[Impact](-1.2,-0.4)),3,-0.8,3,SWING_Spring,3,2);
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A_AlertMonsters();
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A_AlertMonsters(gameinfo.gametype&GAME_Strife?100:0);
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Vector3 x, y, z;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-4*z);
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@ -102,6 +102,7 @@ Class ImpactHammer : UTWeapon
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int dmg = int(60*realcharge);
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dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
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d.HitActor.vel = x*(8000/d.HitActor.mass)*realcharge;
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if ( gameinfo.gametype&GAME_Strife ) d.HitActor.DaggerAlert(self);
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if ( d.HitActor.bNOBLOOD )
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{
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let p = Spawn("HammerImpact",d.HitLocation-d.HitDir*4);
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@ -154,7 +155,7 @@ Class ImpactHammer : UTWeapon
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A_PlaySound("impact/fire",CHAN_WEAPON);
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invoker.FireEffect();
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UTMainHandler.DoSwing(self,(FRandom[Impact](-0.3,-1.5),FRandom[Impact](-1.2,-0.4)),2,-0.6,2,SWING_Spring,1,2);
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A_AlertMonsters();
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A_AlertMonsters(gameinfo.gametype&GAME_Strife?100:0);
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A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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Vector3 x, y, z;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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@ -167,6 +168,7 @@ Class ImpactHammer : UTWeapon
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int dmg = int(20*dscale);
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dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
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d.HitActor.vel = x*(4000/d.HitActor.mass)*dscale;
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if ( gameinfo.gametype&GAME_Strife ) d.HitActor.DaggerAlert(self);
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}
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else if ( d.HitType != TRACE_HitNone )
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{
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