"Bullet Trail" effect implemented. Mainly for underwater bubbles, but also has the side effect of allowing hitscan weapons to activate shoot-through lines. SIGIL players rejoice.
Shock Rifle and Pulsegun beams can also do this now. Depleted armors remove themselves from inventory.
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7 changed files with 62 additions and 1 deletions
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@ -21,6 +21,7 @@ Class UTArmor : Armor
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newdamage -= saved;
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amount -= saved;
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damage = newdamage;
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if ( (amount <= 0) ) DepleteOrDestroy();
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}
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if ( damage > 0 ) newdamage = ApplyDamageFactors(GetClass(),damageType,damage,damage);
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}
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@ -335,6 +335,7 @@ Class Enforcer : UTWeapon
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Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
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FLineTraceData d;
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LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
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UTBulletTrail.DoTrail(self,origin,dir,10000,int((invoker.Amount+alt)**2));
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if ( d.HitType == TRACE_HitActor )
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{
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int dmg = 17;
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@ -109,6 +109,7 @@ Class Minigun : UTWeapon
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Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
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FLineTraceData d;
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LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
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UTBulletTrail.DoTrail(self,origin,dir,10000,alt?5:3);
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if ( d.HitType == TRACE_HitActor )
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{
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int dmg = Random[Minigun](9,18); // fun fact: the Minigun is one of the few weapons that has actual RNG damage in UT
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@ -226,6 +226,7 @@ Class PulseBoltLight : DynamicLight
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Class PulseBoltTracer : LineTracer
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{
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Actor ignore;
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Array<Line> ShootThroughList;
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override ETraceStatus TraceCallback()
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{
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@ -239,6 +240,7 @@ Class PulseBoltTracer : LineTracer
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{
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if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&Line.ML_BlockHitscan) )
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return TRACE_Stop;
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ShootThroughList.Push(Results.HitLine);
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return TRACE_Skip;
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}
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return TRACE_Stop;
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@ -352,7 +354,10 @@ Class PulseBolt : Actor
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}
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void CheckBeam( Vector3 x )
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{
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t.ShootThroughList.Clear();
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t.Trace(pos,cursector,x,beamsize,0);
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for ( int i=0; i<t.ShootThroughList.Size(); i++ )
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t.ShootThroughList[i].Activate(target,0,SPAC_PCross);
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if ( t.Results.HitType != TRACE_HitNone )
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{
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if ( t.Results.HitType == TRACE_HitActor )
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@ -38,6 +38,7 @@ Class ShockAmmo2 : ShockAmmo
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Class ShockBeamTracer : LineTracer
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{
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Actor owner, ignore, lasthit;
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Array<Line> ShootThroughList;
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override ETraceStatus TraceCallback()
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{
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@ -51,6 +52,7 @@ Class ShockBeamTracer : LineTracer
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{
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if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BlockHitscan|Line.ML_BlockEverything)) )
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return TRACE_Stop;
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ShootThroughList.Push(Results.HitLine);
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return TRACE_Skip;
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}
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return TRACE_Stop;
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@ -304,7 +306,10 @@ Class ShockBeam : Actor
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if ( !moving ) return;
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// step trace
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tracedir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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t.ShootThroughList.Clear();
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t.Trace(pos,cursector,tracedir,1000,0);
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for ( int i=0; i<t.ShootThroughList.Size(); i++ )
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t.ShootThroughList[i].Activate(target,0,SPAC_PCross);
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totaldist += t.Results.Distance;
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// spawn particles
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for ( int i=0; i<t.Results.Distance; i+=80 )
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@ -538,7 +543,10 @@ Class SuperShockBeam : Actor
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if ( !moving ) return;
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// step trace
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tracedir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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t.ShootThroughList.Clear();
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t.Trace(pos,cursector,tracedir,2000,0);
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for ( int i=0; i<t.ShootThroughList.Size(); i++ )
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t.ShootThroughList[i].Activate(target,0,SPAC_PCross);
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totaldist += t.Results.Distance;
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// spawn particles
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for ( int i=0; i<t.Results.Distance; i+=80 )
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@ -106,7 +106,9 @@ Class SniperRifle : UTWeapon
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
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if ( !zoomed ) origin = level.Vec3Offset(origin,y*4-z*2);
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FLineTraceData d;
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LineTrace(angle,10000,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
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double pt = BulletSlope();
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LineTrace(angle,10000,pt,TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
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UTBulletTrail.DoTrail(self,origin,(cos(angle)*cos(pt),sin(angle)*cos(pt),-sin(pt)),10000,1);
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if ( d.HitType == TRACE_HitActor )
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{
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int dmg = 45;
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@ -2280,6 +2280,49 @@ Class UTTeleParticle : UTMeshParticle
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}
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}
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// Follows a single line trail, spawns bubbles if underwater
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// In addition, also activates shoot-through lines, since LineTrace can't do it
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Class UTBulletTrail : LineTracer
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{
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Array<Line> ShootThroughList;
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Actor ignoreme;
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static play void DoTrail( Actor target, Vector3 pos, Vector3 dir, int dist, int bubblechance )
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{
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let t = new("UTBulletTrail");
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t.ignoreme = target;
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t.ShootThroughList.Clear();
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t.Trace(pos,level.PointInSector(pos.xy),dir,dist,0);
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for ( int i=0; i<t.ShootThroughList.Size(); i++ )
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t.ShootThroughList[i].Activate(target,0,SPAC_PCross);
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for ( int i=5; i<t.Results.Distance; i+=10 )
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{
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if ( !Random[Boolet](0,bubblechance) ) continue;
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let b = Actor.Spawn("UTBubble",level.Vec3Offset(pos,dir*i));
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b.Scale *= FRandom[Boolet](0.4,0.6);
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}
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t.Destroy();
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}
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override ETraceStatus TraceCallback()
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{
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if ( Results.HitType == TRACE_HitActor )
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{
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if ( Results.HitActor == ignoreme ) return TRACE_Skip;
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if ( Results.HitActor.bSHOOTABLE ) return TRACE_Stop;
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return TRACE_Skip;
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}
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else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
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{
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if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BlockHitscan|Line.ML_BlockEverything)) )
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return TRACE_Stop;
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ShootThroughList.Push(Results.HitLine);
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return TRACE_Skip;
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}
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return TRACE_Stop;
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}
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}
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Enum ESwingMode
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{
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SWING_Straight, // constant increment
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