Merge branch 'devel'
This commit is contained in:
commit
fab01f26f1
6 changed files with 6 additions and 9 deletions
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@ -3,7 +3,7 @@
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What began as a test for importing UT vertex meshes has turned into an actual
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What began as a test for importing UT vertex meshes has turned into an actual
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full UT weapon and item mod.
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full UT weapon and item mod.
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This mod requires GZDoom 4.1 or later.
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This mod requires GZDoom 4.2.0 or later.
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## Currently implemented
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## Currently implemented
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@ -249,10 +249,7 @@ shock/fire tazefire
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shock/altfire tazealtf
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shock/altfire tazealtf
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shock/hit expl03
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shock/hit expl03
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shock/blast specexpl
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shock/blast specexpl
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$pitchshiftrange 5
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shock/ball expla02
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shock/ball expla02
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$pitchshift shock/ball 5
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$pitchshiftrange 0
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sshock/blast expl2
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sshock/blast expl2
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sshock/dryfire aclick2
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sshock/dryfire aclick2
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Binary file not shown.
Binary file not shown.
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@ -75,7 +75,7 @@ Class Razor2 : Actor
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Super.PostBeginPlay();
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Super.PostBeginPlay();
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let t = Spawn("Razor2Trail",pos);
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let t = Spawn("Razor2Trail",pos);
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t.target = self;
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t.target = self;
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A_PlaySound("ripper/hum",CHAN_VOICE,1.0,true,3.0);
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A_PlaySound("ripper/hum",CHAN_VOICE,1.0,true,3.0,pitch:3.125);
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Vector3 dir = vel.unit();
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Vector3 dir = vel.unit();
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A_SetAngle(atan2(dir.y,dir.x));
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A_SetAngle(atan2(dir.y,dir.x));
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A_SetPitch(asin(-dir.z));
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A_SetPitch(asin(-dir.z));
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@ -356,7 +356,7 @@ Class ShockBeam : Actor
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let r = Spawn("ShockBlastRing",b.pos);
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let r = Spawn("ShockBlastRing",b.pos);
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r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
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r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
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r.pitch = asin(-t.Results.HitVector.z);
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r.pitch = asin(-t.Results.HitVector.z);
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A_PlaySound("shock/blast",CHAN_WEAPON,attenuation:0.5);
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A_PlaySound("shock/blast",CHAN_WEAPON,attenuation:0.5,pitch:0.6);
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int numpt = Random[ASMD](200,300);
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int numpt = Random[ASMD](200,300);
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for ( int i=0; i<numpt; i++ )
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for ( int i=0; i<numpt; i++ )
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{
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{
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@ -584,7 +584,7 @@ Class SuperShockBeam : Actor
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let r = Spawn("SuperShockBlastRing",b.pos);
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let r = Spawn("SuperShockBlastRing",b.pos);
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r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
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r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
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r.pitch = asin(-t.Results.HitVector.z);
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r.pitch = asin(-t.Results.HitVector.z);
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A_PlaySound("shock/blast",CHAN_WEAPON,attenuation:0.5);
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A_PlaySound("shock/blast",CHAN_WEAPON,attenuation:0.5,pitch:0.6);
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A_PlaySound("sshock/blast",CHAN_6,attenuation:0.5);
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A_PlaySound("sshock/blast",CHAN_6,attenuation:0.5);
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int numpt = Random[ASMD](200,300);
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int numpt = Random[ASMD](200,300);
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for ( int i=0; i<numpt; i++ )
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for ( int i=0; i<numpt; i++ )
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@ -860,7 +860,7 @@ Class ShockBall : Actor
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r.pitch = pitch;
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r.pitch = pitch;
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r.scale *= 1.5;
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r.scale *= 1.5;
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A_PlaySound("shock/hit",CHAN_VOICE);
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A_PlaySound("shock/hit",CHAN_VOICE);
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A_PlaySound("shock/ball",CHAN_WEAPON);
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A_PlaySound("shock/ball",CHAN_WEAPON,pitch:FRandom[ASMD](0.5,1.5));
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A_QuakeEx(4,4,4,30,0,200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:70,rollIntensity:0.15);
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A_QuakeEx(4,4,4,30,0,200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:70,rollIntensity:0.15);
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A_AlertMonsters();
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A_AlertMonsters();
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int numpt = Random[ASMD](50,100);
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int numpt = Random[ASMD](50,100);
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@ -924,7 +924,7 @@ Class SuperShockBall : Actor
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r.pitch = pitch;
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r.pitch = pitch;
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r.scale *= 1.5;
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r.scale *= 1.5;
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A_PlaySound("shock/hit",CHAN_VOICE,attenuation:0.5);
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A_PlaySound("shock/hit",CHAN_VOICE,attenuation:0.5);
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A_PlaySound("shock/ball",CHAN_WEAPON,attenuation:0.5);
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A_PlaySound("shock/ball",CHAN_WEAPON,attenuation:0.5,pitch:FRandom[ASMD](0.5,1.5));
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A_PlaySound("sshock/blast",CHAN_6,attenuation:0.5);
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A_PlaySound("sshock/blast",CHAN_6,attenuation:0.5);
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A_QuakeEx(8,8,8,30,0,300,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollIntensity:0.25);
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A_QuakeEx(8,8,8,30,0,300,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollIntensity:0.25);
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A_AlertMonsters();
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A_AlertMonsters();
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