Portal awareness adjustments to various vector operations.
Got rid of the deprecated Matrix4.GetAxes method. Next step is to get rid of more stuff by migrating to libeye. Mirrored Translocator model so it shows the actually detailed side. At some point in UT's development it got flipped around for some reason. Weapon code cleanup (most noticeable on states). Backported scope shader from Doomreal. Added optional "dummied out" Sniper zoom sounds from a dubious source.
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cd72ee9688
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27 changed files with 445 additions and 777 deletions
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@ -116,7 +116,7 @@ Class BioHitbox : Actor
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Destroy();
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return;
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}
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SetOrigin(target.pos-(0,0,height*0.5),true);
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SetOrigin(target.Vec3Offset(0,0,-height*0.5),true);
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}
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override bool CanCollideWith( Actor other, bool passive )
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{
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@ -698,7 +698,7 @@ Class BioRifle : UTWeapon
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Vector3 x, y, z;
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double a, s;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-5.0*z;
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+8*y-5*z);
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Actor p;
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if ( alt )
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{
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@ -733,6 +733,7 @@ Class BioRifle : UTWeapon
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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invoker.charge = 0;
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invoker.special1 = 0;
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A_PlaySound("ges/charge",CHAN_WEAPON);
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invoker.bCharging = true;
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}
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@ -740,6 +741,12 @@ Class BioRifle : UTWeapon
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( invoker.special1 > 0 )
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{
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invoker.special1--;
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return;
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}
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invoker.special1 = 2;
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UTMainHandler.DoSwing(self,(FRandom[GES](-1,1),FRandom[GES](-1,1)),0.02*invoker.charge,0,5,SWING_Spring,0,2);
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if ( invoker.charge >= 5.1 ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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@ -788,63 +795,26 @@ Class BioRifle : UTWeapon
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BIOF BCDEFGHI 1;
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Goto Idle;
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AltCheck:
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TNT1 A 1;
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TNT1 A 0 A_JumpIf(player.cmd.buttons&BT_ALTATTACK,"AltCheck");
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TNT1 A 0 A_Overlay(PSP_WEAPON,"AltRelease");
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TNT1 A 1;
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TNT1 A 1
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{
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if ( player.cmd.buttons&BT_ALTATTACK )
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return ResolveState(null);
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player.SetPSprite(PSP_WEAPON,ResolveState("AltRelease"));
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return ResolveState("Null");
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}
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Wait;
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AltFire:
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BIOC A 0 A_Overlay(-9999,"AltCheck");
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BIOC A 4 A_BeginCharge();
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BIOC B 5 A_ChargeUp();
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BIOC CD 5;
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BIOC E 0 A_Refire(1);
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Goto AltRelease;
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BIOC E 5 A_ChargeUp();
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BIOC FG 5;
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BIOC H 0 A_Refire(1);
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Goto AltRelease;
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BIOC H 5 A_ChargeUp();
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BIOC IJ 5;
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BIOC K 0 A_Refire(1);
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Goto AltRelease;
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BIOC K 5 A_ChargeUp();
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BIOC LM 5;
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BIOC N 0 A_Refire(1);
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Goto AltRelease;
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BIOC N 5 A_ChargeUp();
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BIOC OP 5;
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BIOC Q 0 A_Refire(1);
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Goto AltRelease;
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BIOC Q 5 A_ChargeUp();
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BIOC RS 5;
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BIOC T 0 A_Refire(1);
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Goto AltRelease;
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BIOC T 5 A_ChargeUp();
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BIOC UV 5;
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BIOC W 0 A_Refire(1);
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Goto AltRelease;
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BIOC W 5 A_ChargeUp();
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BIOC XY 5;
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BIOC Z 0 A_Refire(1);
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Goto AltRelease;
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BIOC Z 5 A_ChargeUp();
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BIC2 AB 5;
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BIC2 C 0 A_Refire(1);
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Goto AltRelease;
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BIC2 C 5 A_ChargeUp();
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BIC2 DE 5;
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BIOM A 0 A_Refire(1);
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Goto AltRelease;
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AltHeld:
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BIOC BCDEFGHIJKLMNOPQRSTUVWXYZ 5 A_ChargeUp();
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BIC2 ABCDE 5 A_ChargeUp();
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BIOM A 1;
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BIOM A 0 A_Refire("AltHeld");
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Wait;
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AltRelease:
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BIOE A 1
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{
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invoker.charge = min(5.1,invoker.charge+0.1);
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A_Overlay(-9999,null);
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A_WeaponOffset(0,32); // fix sudden psprite lowering
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayAttacking3();
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}
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