4.10 support:

- CORRECTPIXELSTRETCH where needed on models.
 - Replace CoordUtil.GetAxes with quaternion version.
This commit is contained in:
Marisa the Magician 2022-12-05 15:54:56 +01:00
commit e8b9a55378
36 changed files with 142 additions and 175 deletions

View file

@ -523,7 +523,7 @@ Class FlakSlug : Actor
Spawn("SlugLight",pos);
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Actor p;
Vector3 spawnofs;
if ( BlockingMobj ) spawnofs = level.Vec3Diff(pos,BlockingMobj.Vec3Offset(0,0,BlockingMobj.height/2)).unit()*8;
@ -674,12 +674,12 @@ Class FlakCannon : UTWeapon
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+4*y-3*z);
A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
[x, y, z] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
[x, y, z] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
Vector3 offsets[8]; // vanilla adds these to each chunk
offsets[0] = (0,0,0);
offsets[1] = -z;
@ -732,7 +732,7 @@ Class FlakCannon : UTWeapon
A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-3*z);
A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
@ -819,7 +819,7 @@ Class FlakCannon : UTWeapon
FLKF J 4
{
Vector3 x, y, z, origin;
[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
[x,y,z] = dt_Utility.GetAxes(angle,pitch,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*3.-z*8.);
let c = Spawn("FlakMag",origin);
c.angle = angle;