"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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@ -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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