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

@ -342,7 +342,7 @@ Class UTHud : BaseStatusBar
else if ( flak_enforcerreload && (cw is 'Enforcer') )
{
// draw clip(s)
double ch = Enforcer(cw).ClipCount/20.;
double ch = Enforcer(cw).ClipCount/double(Enforcer(cw).default.ClipCount);
CurX = BaseX+6*hudsize*HScale;
CurY = BaseY+53*hudsize*HScale;
Vector2 ss;
@ -355,7 +355,7 @@ Class UTHud : BaseStatusBar
Screen.DrawTexture(AmmoBar,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_WindowRightF,ddw,DTA_Alpha,alpha);
if ( cw.Amount > 1 )
{
ch = Enforcer(cw).SlaveClipCount/20.;
ch = Enforcer(cw).SlaveClipCount/double(Enforcer(cw).default.SlaveClipCount);
CurY += 3*hudsize*HScale;
ss = (0.54,0.125)*hudsize*HScale;
dw = (Screen.GetWidth()/ss.x);
@ -369,7 +369,7 @@ Class UTHud : BaseStatusBar
else if ( flak_pulsereload && (cw is 'Pulsegun') )
{
// draw clip
double ch = Pulsegun(cw).ClipCount/50.;
double ch = Pulsegun(cw).ClipCount/double(Pulsegun(cw).default.ClipCount);
CurX = BaseX+6*hudsize*HScale;
CurY = BaseY+53*hudsize*HScale;
Vector2 ss = (0.54,0.3)*hudsize*HScale;