Merge branch 'devel'

This commit is contained in:
Marisa the Magician 2019-08-12 19:31:56 +02:00
commit fab01f26f1
6 changed files with 6 additions and 9 deletions

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@ -3,7 +3,7 @@
What began as a test for importing UT vertex meshes has turned into an actual
full UT weapon and item mod.
This mod requires GZDoom 4.1 or later.
This mod requires GZDoom 4.2.0 or later.
## Currently implemented

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@ -249,10 +249,7 @@ shock/fire tazefire
shock/altfire tazealtf
shock/hit expl03
shock/blast specexpl
$pitchshiftrange 5
shock/ball expla02
$pitchshift shock/ball 5
$pitchshiftrange 0
sshock/blast expl2
sshock/dryfire aclick2

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@ -75,7 +75,7 @@ Class Razor2 : Actor
Super.PostBeginPlay();
let t = Spawn("Razor2Trail",pos);
t.target = self;
A_PlaySound("ripper/hum",CHAN_VOICE,1.0,true,3.0);
A_PlaySound("ripper/hum",CHAN_VOICE,1.0,true,3.0,pitch:3.125);
Vector3 dir = vel.unit();
A_SetAngle(atan2(dir.y,dir.x));
A_SetPitch(asin(-dir.z));

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@ -356,7 +356,7 @@ Class ShockBeam : Actor
let r = Spawn("ShockBlastRing",b.pos);
r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
r.pitch = asin(-t.Results.HitVector.z);
A_PlaySound("shock/blast",CHAN_WEAPON,attenuation:0.5);
A_PlaySound("shock/blast",CHAN_WEAPON,attenuation:0.5,pitch:0.6);
int numpt = Random[ASMD](200,300);
for ( int i=0; i<numpt; i++ )
{
@ -584,7 +584,7 @@ Class SuperShockBeam : Actor
let r = Spawn("SuperShockBlastRing",b.pos);
r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
r.pitch = asin(-t.Results.HitVector.z);
A_PlaySound("shock/blast",CHAN_WEAPON,attenuation:0.5);
A_PlaySound("shock/blast",CHAN_WEAPON,attenuation:0.5,pitch:0.6);
A_PlaySound("sshock/blast",CHAN_6,attenuation:0.5);
int numpt = Random[ASMD](200,300);
for ( int i=0; i<numpt; i++ )
@ -860,7 +860,7 @@ Class ShockBall : Actor
r.pitch = pitch;
r.scale *= 1.5;
A_PlaySound("shock/hit",CHAN_VOICE);
A_PlaySound("shock/ball",CHAN_WEAPON);
A_PlaySound("shock/ball",CHAN_WEAPON,pitch:FRandom[ASMD](0.5,1.5));
A_QuakeEx(4,4,4,30,0,200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:70,rollIntensity:0.15);
A_AlertMonsters();
int numpt = Random[ASMD](50,100);
@ -924,7 +924,7 @@ Class SuperShockBall : Actor
r.pitch = pitch;
r.scale *= 1.5;
A_PlaySound("shock/hit",CHAN_VOICE,attenuation:0.5);
A_PlaySound("shock/ball",CHAN_WEAPON,attenuation:0.5);
A_PlaySound("shock/ball",CHAN_WEAPON,attenuation:0.5,pitch:FRandom[ASMD](0.5,1.5));
A_PlaySound("sshock/blast",CHAN_6,attenuation:0.5);
A_QuakeEx(8,8,8,30,0,300,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollIntensity:0.25);
A_AlertMonsters();