"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.
This commit is contained in:
Marisa the Magician 2019-10-09 12:28:56 +02:00
commit dd7f429335
7 changed files with 62 additions and 1 deletions

View file

@ -106,7 +106,9 @@ Class SniperRifle : UTWeapon
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
if ( !zoomed ) origin = level.Vec3Offset(origin,y*4-z*2);
FLineTraceData d;
LineTrace(angle,10000,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
double pt = BulletSlope();
LineTrace(angle,10000,pt,TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
UTBulletTrail.DoTrail(self,origin,(cos(angle)*cos(pt),sin(angle)*cos(pt),-sin(pt)),10000,1);
if ( d.HitType == TRACE_HitActor )
{
int dmg = 45;