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.
This commit is contained in:
Marisa the Magician 2019-09-28 17:14:55 +02:00
commit fb96c7523e
27 changed files with 445 additions and 777 deletions

View file

@ -50,17 +50,29 @@ Class ImpactHammer : UTWeapon
invoker.count = 0;
invoker.FireEffect(); // intentional UT behavior
}
action void A_ChargeUp( int amt = 1 )
action void A_ChargeUp()
{
invoker.chargesize += (0.75*amt)/TICRATE;
invoker.count += double(amt)/TICRATE;
if ( invoker.count > 0.2 )
invoker.chargesize += .75/TICRATE;
invoker.count += 1./TICRATE;
if ( invoker.count > .2 )
{
invoker.count = 0;
A_AlertMonsters();
}
A_QuakeEx(clamp(int(invoker.chargesize*3),0,3),clamp(int(invoker.chargesize*3),0,3),clamp(int(invoker.chargesize*3),0,3),amt+1,0,96,"",QF_RELATIVE,rollIntensity:clamp(invoker.chargesize*0.3,0,0.3));
A_QuakeEx(clamp(int(invoker.chargesize*3),0,3),clamp(int(invoker.chargesize*3),0,3),clamp(int(invoker.chargesize*3),0,3),2,0,96,"",QF_RELATIVE,rollIntensity:clamp(invoker.chargesize*0.3,0,0.3));
UTMainHandler.DoSwing(self,(FRandom[Impact](-1,1),FRandom[Impact](-1,1)),invoker.chargesize*0.1,0,1,SWING_Spring);
if ( !(player.cmd.buttons&BT_ATTACK) )
{
player.SetPSprite(PSP_WEAPON,ResolveState("Release"));
return;
}
FLineTraceData d;
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-4*z);
LineTrace(angle,40,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( (invoker.chargesize > 1) && (d.HitType == TRACE_HitActor) )
player.SetPSprite(PSP_WEAPON,ResolveState("Release"));
}
action void A_FireBlast()
{
@ -72,7 +84,7 @@ Class ImpactHammer : UTWeapon
A_AlertMonsters();
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z;
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-4*z);
double realcharge = min(1.5,invoker.chargesize);
FLineTraceData d;
LineTrace(angle,60,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
@ -137,7 +149,7 @@ Class ImpactHammer : UTWeapon
A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z;
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-4*z);
FLineTraceData d;
LineTrace(angle,120,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
double dscale = d.Distance/120.;
@ -187,20 +199,6 @@ Class ImpactHammer : UTWeapon
s.scale *= 0.4;
}
}
action void A_ImpactRefire( statelabel flash = null )
{
FLineTraceData d;
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z;
LineTrace(angle,40,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( (invoker.chargesize > 1) && (d.HitType == TRACE_HitActor) )
{
A_ClearRefire();
return;
}
A_Refire(flash);
}
override void DetachFromOwner()
{
if ( Owner ) Owner.A_StopSound(CHAN_WEAPON);
@ -237,75 +235,55 @@ Class ImpactHammer : UTWeapon
A_WeaponReady();
}
Wait;
Charging:
TNT1 A 1 A_ChargeUp();
Wait;
Fire:
IMPL A 0
{
A_ResetCharge();
A_Overlay(-9999,"Charging");
A_PlaySound("impact/pull",CHAN_WEAPON);
}
IMPL A 5 A_ChargeUp(5);
IMPL B 0 A_ImpactRefire(1);
Goto Release;
IMPL B 5 A_ChargeUp(5);
IMPL C 0 A_ImpactRefire(1);
Goto Release;
IMPL C 5 A_ChargeUp(5);
IMPL D 0 A_ImpactRefire(1);
Goto Release;
IMPL D 5 A_ChargeUp(5);
IMPL E 0 A_ImpactRefire(1);
Goto Release;
IMPL E 5 A_ChargeUp(5);
IMPL E 0 A_ImpactRefire(1);
Goto Release;
IMPL E 0 A_PlaySound("impact/loop",CHAN_WEAPON,looping:true);
IMPL ABCDE 5;
IMPR A 0 A_PlaySound("impact/loop",CHAN_WEAPON,looping:true);
Goto Hold;
Hold:
IMPR A 1 A_ChargeUp();
IMPR B 0 A_ImpactRefire(1);
Goto Release;
IMPR B 1 A_ChargeUp();
IMPR C 0 A_ImpactRefire(1);
Goto Release;
IMPR C 1 A_ChargeUp();
IMPR D 0 A_ImpactRefire(1);
Goto Release;
IMPR D 1 A_ChargeUp();
IMPR E 0 A_ImpactRefire(1);
Goto Release;
IMPR E 1 A_ChargeUp();
IMPR F 0 A_ImpactRefire(1);
Goto Release;
IMPR F 1 A_ChargeUp();
IMPR G 0 A_ImpactRefire(1);
Goto Release;
IMPR G 1 A_ChargeUp();
IMPR H 0 A_ImpactRefire(1);
Goto Release;
IMPR H 1 A_ChargeUp();
IMPR I 0 A_ImpactRefire(1);
Goto Release;
IMPR I 1 A_ChargeUp();
IMPR J 0 A_ImpactRefire(1);
Goto Release;
IMPR J 1 A_ChargeUp();
IMPR A 0 A_ImpactRefire("Hold");
Goto Release;
IMPR ABCDEFGHIJ 1;
Loop;
Release:
IMPF A 0
{
A_Overlay(-9999,null);
if ( self is 'UTPlayer' )
UTPlayer(self).PlayAttacking3();
A_FireBlast();
}
IMPF AABCCDEEFGGHIIJKKLMMNOOP 1;
// this is why we need a model animation overhaul
IMPF A 2;
IMPF B 1;
IMPF C 2;
IMPF D 1;
IMPF E 2;
IMPF F 1;
IMPF G 2;
IMPF H 1;
IMPF I 2;
IMPF J 1;
IMPF K 2;
IMPF L 1;
IMPF M 2;
IMPF N 1;
IMPF O 2;
IMPF P 1;
Goto Idle;
AltFire:
IMPF A 0 A_FireAltBlast();
IMPF ABCDEFGHIJKLMNOP 1;
IMPF A 1 A_FireAltBlast();
IMPF BCDEFGHIJKLMNOP 1;
Goto Idle;
Deselect:
IMPD A 0 A_StopSound(CHAN_WEAPON);
IMPD ABCDE 2;
IMPD A 2 A_StopSound(CHAN_WEAPON);
IMPD BCDE 2;
IMPD E 1 A_Lower(int.max);
Wait;
}