4.10 support:
- CORRECTPIXELSTRETCH where needed on models. - Replace CoordUtil.GetAxes with quaternion version.
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36 changed files with 142 additions and 175 deletions
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@ -1036,7 +1036,7 @@ Class ViewShockSpark : ShockSpark
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return;
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}
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Vector3 x, y, z;
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[x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll);
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[x, y, z] = dt_Utility.GetAxes(target.angle,target.pitch,target.roll);
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Vector3 origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),x*ofs.x+y*ofs.y+z*ofs.z);
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SetOrigin(origin,true);
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bInvisible = (players[consoleplayer].camera != target);
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@ -1069,7 +1069,7 @@ Class ShockRifle : UTWeapon
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A_AlertMonsters();
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A_QuakeEx(2,2,2,4,0,1,"",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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[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-1.5*z);
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Actor p = Spawn("ShockBeam",origin);
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p.angle = angle;
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@ -1106,7 +1106,7 @@ Class ShockRifle : UTWeapon
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A_AlertMonsters();
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A_QuakeEx(2,2,2,8,0,1,"",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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[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-1.5*z);
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Actor p = Spawn("ShockBall",origin);
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p.angle = angle;
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@ -1251,7 +1251,7 @@ Class EnhancedShockRifle : UTWeapon
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A_AlertMonsters();
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A_QuakeEx(3,3,3,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15);
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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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[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-1.5*z);
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Actor p = Spawn("SuperShockBeam",origin);
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p.angle = angle;
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@ -1288,7 +1288,7 @@ Class EnhancedShockRifle : UTWeapon
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A_AlertMonsters();
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A_QuakeEx(3,3,3,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15);
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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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[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-1.5*z);
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Actor p = Spawn("SuperShockBall",origin);
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p.angle = angle;
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