diff --git a/LICENSE.txt b/LICENSE.txt
new file mode 100644
index 0000000..41944d6
--- /dev/null
+++ b/LICENSE.txt
@@ -0,0 +1,19 @@
+Copyright (c) 2018-2023 Marisa the Magician, UnSX Team
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
diff --git a/Readme.md b/Readme.md
index b1223e4..2f8b26c 100644
--- a/Readme.md
+++ b/Readme.md
@@ -2,7 +2,7 @@
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 4.9 or later.
+This mod requires GZDoom 4.11 or later.
Four years have passed since all of this started, in 2018. It took four years for some of the planned features to finally be possible. A lot of time sure has passed, huh?
@@ -51,6 +51,7 @@ Four years have passed since all of this started, in 2018. It took four years fo
- Scaling/Customization options for the HUD
- UT-like player movement physics
- UT-like weapon dropping style
+ - UT-like weapon and view bobbing
- UT player classes
- Heretic compatibility
- Spanish localization
@@ -69,7 +70,7 @@ Four years have passed since all of this started, in 2018. It took four years fo
## What Didn't Make It
- - Third person weapon models (all players currently look like they're holding a Quadshot, features for this are not in 4.9)
+ - Third person weapon models (all players currently look like they're holding a Quadshot, features for this are not in 4.11)
- Additional player classes (Skaarj Hybrid, Nali, War Cow), including those that use skeletal models (Xan Mk2, War Boss)
- Relics
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diff --git a/graphics/hud/Use8bal.png b/graphics/hud/Use8bal.png
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diff --git a/graphics/hud/UseSaw.png b/graphics/hud/UseSaw.png
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diff --git a/graphics/hud/WomanBlt.png b/graphics/hud/WomanBlt.png
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diff --git a/graphics/hud/WomanPad.png b/graphics/hud/WomanPad.png
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diff --git a/graphics/hud/YKey.png b/graphics/hud/YKey.png
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diff --git a/graphics/protobg.png b/graphics/protobg.png
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diff --git a/graphics/redeemer/AroDup.png b/graphics/redeemer/AroDup.png
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diff --git a/graphics/redeemer/Readout.png b/graphics/redeemer/Readout.png
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diff --git a/graphics/redeemer/wh0.png b/graphics/redeemer/wh0.png
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diff --git a/graphics/redeemer/wh1.png b/graphics/redeemer/wh1.png
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diff --git a/graphics/redeemer/wh3.png b/graphics/redeemer/wh3.png
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diff --git a/graphics/redeemer/wh5.png b/graphics/redeemer/wh5.png
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diff --git a/graphics/redeemer/wh6.png b/graphics/redeemer/wh6.png
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diff --git a/graphics/redeemer/wh7.png b/graphics/redeemer/wh7.png
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diff --git a/graphics/redeemer/wh8.png b/graphics/redeemer/wh8.png
index 9815ad3..7ec2b8b 100644
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diff --git a/graphics/redeemer/wh9.png b/graphics/redeemer/wh9.png
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diff --git a/modeldef.boss b/modeldef.boss
index 08ee76b..d482487 100644
--- a/modeldef.boss
+++ b/modeldef.boss
@@ -8,10 +8,11 @@ Model "UTPlayerTBoss"
SurfaceSkin 0 3 "Boss/boss4.png"
SurfaceSkin 0 5 "GunPick1.png"
Scale 0.23 0.23 0.23
- Offset 0 -5 29
+ Offset 0 -5 24
RollOffset -90
AngleOffset -90
IGNORETRANSLATION
+ CORRECTPIXELSTRETCH
// Still
FrameIndex PLAY A 0 373
FrameIndex PLAY B 0 374
diff --git a/modeldef.chainsaw b/modeldef.chainsaw
index 1594976..00d7095 100644
--- a/modeldef.chainsaw
+++ b/modeldef.chainsaw
@@ -14,9 +14,10 @@ Model "UTChainsaw"
Path "models"
Model 1 "ChainSawPick_d.3d"
Skin 1 "JChainSawPick1.png"
- Offset -10.5 -0.7 6
+ Offset -10.5 -0.7 5
Scale 0.14 0.14 0.14
RollOffset -90
+ CORRECTPIXELSTRETCH
FrameIndex CSWP B 1 0
@@ -105,4 +106,4 @@ Model "UTChainsaw"
FrameIndex CSWD D 0 65
FrameIndex CSWD E 0 66
FrameIndex CSWD F 0 67
-}
\ No newline at end of file
+}
diff --git a/modeldef.commando b/modeldef.commando
index e8e6ab6..cefdc5c 100644
--- a/modeldef.commando
+++ b/modeldef.commando
@@ -8,10 +8,11 @@ Model "UTPlayerTMale1"
SurfaceSkin 0 3 "Commando/cmdo4.png"
SurfaceSkin 0 5 "GunPick1.png"
Scale 0.23 0.23 0.23
- Offset 0 -5 29
+ Offset 0 -5 24
RollOffset -90
AngleOffset -90
IGNORETRANSLATION
+ CORRECTPIXELSTRETCH
// Still
FrameIndex PLAY A 0 373
FrameIndex PLAY B 0 374
diff --git a/modeldef.eightball b/modeldef.eightball
index 7e0de22..661f9b2 100644
--- a/modeldef.eightball
+++ b/modeldef.eightball
@@ -5,7 +5,8 @@ Model "UTRocketAmmo"
Skin 0 "JRocketPack1.png"
Scale 0.072 0.072 0.072
RollOffset -90
- ZOffset 7
+ ZOffset 6
+ CORRECTPIXELSTRETCH
FrameIndex RPAK A 0 0
}
@@ -15,9 +16,10 @@ Model "UTRocketAmmo2"
Path "models"
Model 0 "UTRocket_d.3d"
Skin 0 "JuRocket1_.png"
- Offset 0 1.233 6
+ Offset 0 1.233 5
Scale 0.0822 0.0822 0.0822
RollOffset -90
+ CORRECTPIXELSTRETCH
FrameIndex RCKT A 0 0
}
@@ -31,6 +33,7 @@ Model "UTGrenade"
Scale 0.0822 0.0822 0.0822
USEACTORPITCH
USEACTORROLL
+ CORRECTPIXELSTRETCH
AngleOffset 90
FrameIndex RCKT A 0 0
@@ -44,6 +47,7 @@ Model "UTRocket"
Scale 0.0822 0.0822 0.0822
USEACTORPITCH
USEACTORROLL
+ CORRECTPIXELSTRETCH
AngleOffset 90
FrameIndex RCKT B 0 1
diff --git a/modeldef.enforcer b/modeldef.enforcer
index 87c6891..8c33717 100644
--- a/modeldef.enforcer
+++ b/modeldef.enforcer
@@ -19,7 +19,8 @@ Model "EnforcerMag"
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
- Rotation-Center 0 0 1
+ CORRECTPIXELSTRETCH
+ Rotation-Center 0 0 .5
FrameIndex PCAS A 0 0
}
@@ -36,7 +37,8 @@ Model "UTCasing"
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
- Rotation-Center 0 0 1
+ CORRECTPIXELSTRETCH
+ Rotation-Center 0 0 .5
FrameIndex PCAS A 0 0
}
@@ -50,6 +52,7 @@ Model "BulletImpact"
USEACTORPITCH
USEACTORROLL
DONTCULLBACKFACES
+ CORRECTPIXELSTRETCH
Skin 0 "Impact_a00.png"
FrameIndex BIMP A 0 0
Skin 0 "Impact_a01.png"
diff --git a/modeldef.fcommando b/modeldef.fcommando
index d53557e..4c180e2 100644
--- a/modeldef.fcommando
+++ b/modeldef.fcommando
@@ -7,10 +7,11 @@ Model "UTPlayerTFemale1"
SurfaceSkin 0 2 "FCommando/cmdo4.png"
SurfaceSkin 0 4 "GunPick1.png"
Scale 0.23 0.23 0.23
- Offset -2.5 3 36
+ Offset -2.5 3 30
RollOffset -90
AngleOffset -90
IGNORETRANSLATION
+ CORRECTPIXELSTRETCH
// Still
FrameIndex PLAY A 0 359
FrameIndex PLAY B 0 360
diff --git a/modeldef.flak b/modeldef.flak
index 17d775d..043169d 100644
--- a/modeldef.flak
+++ b/modeldef.flak
@@ -30,6 +30,7 @@ Model "FlakSlug"
AngleOffset 180
PitchOffset 90
USEACTORPITCH
+ CORRECTPIXELSTRETCH
FrameIndex FSLG A 0 0
}
@@ -43,7 +44,8 @@ Model "FlakChunk"
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
- Rotation-Center 0 0 2
+ CORRECTPIXELSTRETCH
+ Rotation-Center 0 0 1
Skin 0 "chunk_a00.png"
FrameIndex FCH1 A 0 0
@@ -80,7 +82,8 @@ Model "FlakChunk"
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
- Rotation-Center 0 0 2
+ CORRECTPIXELSTRETCH
+ Rotation-Center 0 0 1
Skin 1 "chunk_a00.png"
FrameIndex FCH2 A 1 0
@@ -117,7 +120,8 @@ Model "FlakChunk"
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
- Rotation-Center 0 0 2
+ CORRECTPIXELSTRETCH
+ Rotation-Center 0 0 1
Skin 2 "chunk_a00.png"
FrameIndex FCH3 A 2 0
@@ -154,7 +158,8 @@ Model "FlakChunk"
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
- Rotation-Center 0 0 2
+ CORRECTPIXELSTRETCH
+ Rotation-Center 0 0 1
Skin 3 "chunk_a00.png"
FrameIndex FCH4 A 3 0
@@ -193,7 +198,8 @@ Model "FlakMag"
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
- Rotation-Center 0 0 1
+ CORRECTPIXELSTRETCH
+ Rotation-Center 0 0 .5
FrameIndex PCAS A 0 0
}
diff --git a/modeldef.ges b/modeldef.ges
index 958be9a..8c3dbf5 100644
--- a/modeldef.ges
+++ b/modeldef.ges
@@ -6,7 +6,8 @@ Model "BioAmmo"
Scale 0.08 0.08 0.08
PitchOffset 180
RollOffset 90
- ZOffset 4
+ CORRECTPIXELSTRETCH
+ ZOffset 3
FrameIndex BIOA A 0 0
}
@@ -18,7 +19,8 @@ Model "BioAmmo2"
Scale 0.08 0.08 0.08
PitchOffset 180
RollOffset 90
- ZOffset 4
+ CORRECTPIXELSTRETCH
+ ZOffset 3
FrameIndex BIOA A 0 0
}
diff --git a/modeldef.impact b/modeldef.impact
index 1a7507b..1fa4c0f 100644
--- a/modeldef.impact
+++ b/modeldef.impact
@@ -3,6 +3,7 @@ Model "ImpactHammer"
Path "models"
Model 1 "ImpPick_d.3d"
Skin 1 "JImpPick1.png"
+ CORRECTPIXELSTRETCH
Scale 0.2 0.2 0.2
RollOffset -90
ZOffset 7.5
@@ -87,4 +88,4 @@ Model "ImpactHammer"
FrameIndex IMPD C 0 53
FrameIndex IMPD D 0 54
FrameIndex IMPD E 0 55
-}
\ No newline at end of file
+}
diff --git a/modeldef.misc b/modeldef.misc
index 309a336..9dd1b6d 100644
--- a/modeldef.misc
+++ b/modeldef.misc
@@ -53,7 +53,8 @@ Model "UTHealthPack"
SurfaceSkin 0 2 "fizzfull"
Scale 0.2 0.2 0.2
RollOffset -90
- ZOffset 16
+ ZOffset 13
+ CORRECTPIXELSTRETCH
FrameIndex HBOX A 0 0
}
@@ -67,7 +68,8 @@ Model "ActHealthPack"
SurfaceSkin 0 2 "fizzfull"
Scale 0.2 0.2 0.2
RollOffset -90
- ZOffset 16
+ ZOffset 13
+ CORRECTPIXELSTRETCH
FrameIndex HBOX A 0 0
}
@@ -423,7 +425,8 @@ Model "UTChip"
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
- Rotation-Center 0 0 0
+ CORRECTPIXELSTRETCH
+ Rotation-Center 0 0 .5
ZOffset 1
FrameIndex CHIP A 0 0
@@ -503,6 +506,7 @@ Model "WaterRing"
DONTCULLBACKFACES
USEACTORPITCH
USEACTORROLL
+ CORRECTPIXELSTRETCH
FrameIndex RNGX A 0 0
FrameIndex RNGX B 0 1
@@ -520,6 +524,7 @@ Model "UTWaterSplash"
USEACTORPITCH
USEACTORROLL
DONTCULLBACKFACES
+ CORRECTPIXELSTRETCH
FrameIndex SPSH A 0 1
FrameIndex SPSH B 0 2
@@ -557,6 +562,7 @@ Model "UTWaterSplish"
USEACTORPITCH
USEACTORROLL
DONTCULLBACKFACES
+ CORRECTPIXELSTRETCH
FrameIndex SPSH A 0 1
FrameIndex SPSH B 0 2
@@ -595,6 +601,7 @@ Model "UTBloodSplash"
USEACTORPITCH
USEACTORROLL
DONTCULLBACKFACES
+ CORRECTPIXELSTRETCH
FrameIndex SPSH A 0 1
FrameIndex SPSH B 0 2
@@ -632,6 +639,7 @@ Model "UTBloodSplish"
USEACTORPITCH
USEACTORROLL
DONTCULLBACKFACES
+ CORRECTPIXELSTRETCH
FrameIndex SPSH A 0 1
FrameIndex SPSH B 0 2
@@ -670,6 +678,7 @@ Model "UTSlimeSplash"
USEACTORPITCH
USEACTORROLL
DONTCULLBACKFACES
+ CORRECTPIXELSTRETCH
FrameIndex SPSH A 0 1
FrameIndex SPSH B 0 2
@@ -707,6 +716,7 @@ Model "UTSlimeSplish"
USEACTORPITCH
USEACTORROLL
DONTCULLBACKFACES
+ CORRECTPIXELSTRETCH
FrameIndex SPSH A 0 1
FrameIndex SPSH B 0 2
@@ -745,6 +755,7 @@ Model "UTNukageSplash"
USEACTORPITCH
USEACTORROLL
DONTCULLBACKFACES
+ CORRECTPIXELSTRETCH
FrameIndex SPSH A 0 1
FrameIndex SPSH B 0 2
@@ -782,6 +793,7 @@ Model "UTNukageSplish"
USEACTORPITCH
USEACTORROLL
DONTCULLBACKFACES
+ CORRECTPIXELSTRETCH
FrameIndex SPSH A 0 1
FrameIndex SPSH B 0 2
@@ -820,6 +832,7 @@ Model "UTLavaSplash"
USEACTORPITCH
USEACTORROLL
DONTCULLBACKFACES
+ CORRECTPIXELSTRETCH
FrameIndex SPSH A 0 1
FrameIndex SPSH B 0 2
@@ -857,6 +870,7 @@ Model "UTLavaSplish"
USEACTORPITCH
USEACTORROLL
DONTCULLBACKFACES
+ CORRECTPIXELSTRETCH
FrameIndex SPSH A 0 1
FrameIndex SPSH B 0 2
diff --git a/modeldef.pulse b/modeldef.pulse
index ac20b59..07e1203 100644
--- a/modeldef.pulse
+++ b/modeldef.pulse
@@ -65,7 +65,8 @@ Model "PulseMag"
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
- Rotation-Center 0 0 2
+ CORRECTPIXELSTRETCH
+ Rotation-Center 0 0 1
FrameIndex PCAS A 0 0
}
diff --git a/modeldef.ripper b/modeldef.ripper
index ea0922c..835d0c4 100644
--- a/modeldef.ripper
+++ b/modeldef.ripper
@@ -35,6 +35,7 @@ Model "Razor2"
Scale 0.18 0.18 0.18
AngleOffset 90
USEACTORPITCH
+ CORRECTPIXELSTRETCH
FrameIndex RAZB A 0 0
}
@@ -50,6 +51,7 @@ Model "Razor2Trail"
AngleOffset 90
USEACTORPITCH
DONTCULLBACKFACES
+ CORRECTPIXELSTRETCH
FrameIndex RAZB A 0 0
}
@@ -65,6 +67,7 @@ Model "Razor2Alt"
AngleOffset 90
USEACTORPITCH
USEACTORROLL
+ CORRECTPIXELSTRETCH
FrameIndex RAZB A 0 0
}
@@ -157,4 +160,4 @@ Model "Ripper2"
FrameIndex RZRD D 0 70
FrameIndex RZRD E 0 71
FrameIndex RZRD F 0 72
-}
\ No newline at end of file
+}
diff --git a/modeldef.sgirl b/modeldef.sgirl
index ed85712..8360fcb 100644
--- a/modeldef.sgirl
+++ b/modeldef.sgirl
@@ -8,10 +8,11 @@ Model "UTPlayerTFemale2"
SurfaceSkin 0 3 "SGirl/army4.png"
SurfaceSkin 0 5 "GunPick1.png"
Scale 0.23 0.23 0.23
- Offset -2.5 3 36
+ Offset -2.5 3 30
RollOffset -90
AngleOffset -90
IGNORETRANSLATION
+ CORRECTPIXELSTRETCH
// Still
FrameIndex PLAY A 0 359
FrameIndex PLAY B 0 360
diff --git a/modeldef.shock b/modeldef.shock
index 0e2126f..7a0a386 100644
--- a/modeldef.shock
+++ b/modeldef.shock
@@ -35,6 +35,8 @@ Model "ShockRifleWave"
Path "models"
Model 0 "shockrwm_d.3d"
Skin 0 "shocktt1.png"
+ CORRECTPIXELSTRETCH
+ RollOffset 90
Scale 0.5 0.5 0.5
FrameIndex SWAV A 0 0
@@ -46,6 +48,8 @@ Model "SuperShockRifleWave"
Path "models"
Model 0 "shockrwm_d.3d"
Skin 0 "sshocktt1.png"
+ CORRECTPIXELSTRETCH
+ RollOffset 90
Scale 0.5 0.5 0.5
FrameIndex SWAV A 0 0
diff --git a/modeldef.soldier b/modeldef.soldier
index bc96c7d..6f52e2e 100644
--- a/modeldef.soldier
+++ b/modeldef.soldier
@@ -8,10 +8,11 @@ Model "UTPlayerTMale2"
SurfaceSkin 0 3 "Soldier/sldr4.png"
SurfaceSkin 0 5 "GunPick1.png"
Scale 0.23 0.23 0.23
- Offset 0 -5 29
+ Offset 0 -5 24
RollOffset -90
AngleOffset -90
IGNORETRANSLATION
+ CORRECTPIXELSTRETCH
// Still
FrameIndex PLAY A 0 373
FrameIndex PLAY B 0 374
@@ -317,8 +318,9 @@ Model "TranslocatorAfterimage"
SurfaceSkin 0 2 "Soldier/sldr3.png"
SurfaceSkin 0 3 "Soldier/sldr4.png"
SurfaceSkin 0 5 "GunPick1.png"
- Scale 0.256 0.23 0.23
- Offset 0 -5 29
+ CORRECTPIXELSTRETCH
+ Scale 0.23 0.23 0.23
+ Offset 0 -5 24
RollOffset -90
AngleOffset -90
FrameIndex PLAY A 0 187
diff --git a/modeldef.transloc b/modeldef.transloc
index 566961d..106f78f 100644
--- a/modeldef.transloc
+++ b/modeldef.transloc
@@ -6,6 +6,7 @@ Model "TranslocatorModule"
Scale 0.056 0.056 0.056
ZOffset 5
USEACTORPITCH
+ CORRECTPIXELSTRETCH
FrameIndex TMOD A 0 0
FrameIndex TMOD B 0 1
diff --git a/modeldef.warhead b/modeldef.warhead
index dd2e017..b8b6236 100644
--- a/modeldef.warhead
+++ b/modeldef.warhead
@@ -35,6 +35,8 @@ Model "ShockWave"
Path "models"
Model 0 "shockwavem_d.3d"
Skin 0 "shockt1.png"
+ CORRECTPIXELSTRETCH
+ RollOffset 90
Scale 1.0 1.0 1.0
FrameIndex RWAV A 0 0
@@ -51,6 +53,7 @@ Model "WarShell"
PitchOffset -90
USEACTORPITCH
USEACTORROLL
+ CORRECTPIXELSTRETCH
FrameIndex WMIS A 0 0
}
@@ -64,6 +67,7 @@ Model "GuidedWarShell"
PitchOffset -90
USEACTORPITCH
USEACTORROLL
+ CORRECTPIXELSTRETCH
FrameIndex WMIS A 0 0
}
@@ -78,6 +82,7 @@ Model "WarShell220"
PitchOffset -90
USEACTORPITCH
USEACTORROLL
+ CORRECTPIXELSTRETCH
FrameIndex WMIS A 0 0
}
@@ -91,6 +96,7 @@ Model "WarShell222"
PitchOffset -90
USEACTORPITCH
USEACTORROLL
+ CORRECTPIXELSTRETCH
FrameIndex WMIS A 0 0
}
@@ -101,6 +107,7 @@ Model "WarheadLauncher"
Model 1 "whpick_d.3d"
Skin 1 "jwhpick1.png"
Scale 0.2 0.2 0.2
+ CORRECTPIXELSTRETCH
RollOffset -90
ZOffset 9
diff --git a/models/220/JImpPick1.png b/models/220/JImpPick1.png
index 40ed554..9490837 100644
Binary files a/models/220/JImpPick1.png and b/models/220/JImpPick1.png differ
diff --git a/models/220/JImpactHammer1.png b/models/220/JImpactHammer1.png
index 476d179..3bf2515 100644
Binary files a/models/220/JImpactHammer1.png and b/models/220/JImpactHammer1.png differ
diff --git a/models/220/JImpactHammer2.png b/models/220/JImpactHammer2.png
index a417049..c59f366 100644
Binary files a/models/220/JImpactHammer2.png and b/models/220/JImpactHammer2.png differ
diff --git a/models/220/JImpactHammer3.png b/models/220/JImpactHammer3.png
index e760313..09722b2 100644
Binary files a/models/220/JImpactHammer3.png and b/models/220/JImpactHammer3.png differ
diff --git a/models/220/JImpactHammer4.png b/models/220/JImpactHammer4.png
index cd26d4e..8715819 100644
Binary files a/models/220/JImpactHammer4.png and b/models/220/JImpactHammer4.png differ
diff --git a/models/220/Judamage1.png b/models/220/Judamage1.png
index d5dce46..dc789b9 100644
Binary files a/models/220/Judamage1.png and b/models/220/Judamage1.png differ
diff --git a/models/220/Jwarhead1.png b/models/220/Jwarhead1.png
index 7315ed3..acc49c0 100644
Binary files a/models/220/Jwarhead1.png and b/models/220/Jwarhead1.png differ
diff --git a/models/220/Jwarhead2.png b/models/220/Jwarhead2.png
index 932d35b..116a0e7 100644
Binary files a/models/220/Jwarhead2.png and b/models/220/Jwarhead2.png differ
diff --git a/models/220/Jwarhead3.png b/models/220/Jwarhead3.png
index 0453ab9..26c5d67 100644
Binary files a/models/220/Jwarhead3.png and b/models/220/Jwarhead3.png differ
diff --git a/models/220/Jwarhead4.png b/models/220/Jwarhead4.png
index b6af982..651d48e 100644
Binary files a/models/220/Jwarhead4.png and b/models/220/Jwarhead4.png differ
diff --git a/models/220/Jwhpick1.png b/models/220/Jwhpick1.png
index 8f318a4..99cb021 100644
Binary files a/models/220/Jwhpick1.png and b/models/220/Jwhpick1.png differ
diff --git a/models/220/Shockt1.png b/models/220/Shockt1.png
index ace43c1..9873a91 100644
Binary files a/models/220/Shockt1.png and b/models/220/Shockt1.png differ
diff --git a/models/220/oldtloc1.png b/models/220/oldtloc1.png
index 296b31f..c470fe4 100644
Binary files a/models/220/oldtloc1.png and b/models/220/oldtloc1.png differ
diff --git a/models/220/oldtloc1_.png b/models/220/oldtloc1_.png
index 296b31f..c470fe4 100644
Binary files a/models/220/oldtloc1_.png and b/models/220/oldtloc1_.png differ
diff --git a/models/220/wars.png b/models/220/wars.png
index 483564c..0ca1631 100644
Binary files a/models/220/wars.png and b/models/220/wars.png differ
diff --git a/models/220/wars_.png b/models/220/wars_.png
index 483564c..0ca1631 100644
Binary files a/models/220/wars_.png and b/models/220/wars_.png differ
diff --git a/models/222/JPammo_01.png b/models/222/JPammo_01.png
index 055e652..dc670a8 100644
Binary files a/models/222/JPammo_01.png and b/models/222/JPammo_01.png differ
diff --git a/models/222/JPulse3rd_01.png b/models/222/JPulse3rd_01.png
index 48c54d5..b99c8ab 100644
Binary files a/models/222/JPulse3rd_01.png and b/models/222/JPulse3rd_01.png differ
diff --git a/models/222/JPulseGun_02.png b/models/222/JPulseGun_02.png
index ddfd370..f38d2fd 100644
Binary files a/models/222/JPulseGun_02.png and b/models/222/JPulseGun_02.png differ
diff --git a/models/222/JPulsePickup_01.png b/models/222/JPulsePickup_01.png
index 16355c0..9e5f1c1 100644
Binary files a/models/222/JPulsePickup_01.png and b/models/222/JPulsePickup_01.png differ
diff --git a/models/222/Jwarhead1.png b/models/222/Jwarhead1.png
index 0b7d39b..2c6e075 100644
Binary files a/models/222/Jwarhead1.png and b/models/222/Jwarhead1.png differ
diff --git a/models/222/Jwarhead2.png b/models/222/Jwarhead2.png
index 6ba7c2a..31b025a 100644
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diff --git a/models/222/Jwarhead3.png b/models/222/Jwarhead3.png
index 0ea99ad..043572b 100644
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diff --git a/models/222/Jwarhead4.png b/models/222/Jwarhead4.png
index 5c17893..d19ce07 100644
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diff --git a/models/222/Jwars1.png b/models/222/Jwars1.png
index 8678b0d..4128e99 100644
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diff --git a/models/222/Jwars1_.png b/models/222/Jwars1_.png
index 8678b0d..4128e99 100644
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diff --git a/models/222/Jwhpick1.png b/models/222/Jwhpick1.png
index a53ce80..d25c495 100644
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diff --git a/models/222/Shockt1.png b/models/222/Shockt1.png
index 6726861..543d4c3 100644
Binary files a/models/222/Shockt1.png and b/models/222/Shockt1.png differ
diff --git a/models/322/JPammo_01.png b/models/322/JPammo_01.png
index 055e652..dc670a8 100644
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diff --git a/models/322/JPulse3rd_01.png b/models/322/JPulse3rd_01.png
index 0412939..95dfe7b 100644
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diff --git a/models/322/JPulseGun_02.png b/models/322/JPulseGun_02.png
index 675464e..e1527cb 100644
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diff --git a/models/322/JPulsePickup_01.png b/models/322/JPulsePickup_01.png
index 16355c0..9e5f1c1 100644
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diff --git a/models/ABoxBlue_env.png b/models/ABoxBlue_env.png
index da545fc..13f02a7 100644
Binary files a/models/ABoxBlue_env.png and b/models/ABoxBlue_env.png differ
diff --git a/models/ABoxGreen_env.png b/models/ABoxGreen_env.png
index 8b8c1fb..e0ca010 100644
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diff --git a/models/ABoxPurple_env.png b/models/ABoxPurple_env.png
index d4bb9e3..656378a 100644
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diff --git a/models/ABoxRed_env.png b/models/ABoxRed_env.png
index 37caef8..1d8d158 100644
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diff --git a/models/ASMD_t.png b/models/ASMD_t.png
index 4ca81a7..672c6d1 100644
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diff --git a/models/ASMD_t1.png b/models/ASMD_t1.png
index a64234e..5d89893 100644
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diff --git a/models/ASMD_t2.png b/models/ASMD_t2.png
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diff --git a/models/ASMD_t3.png b/models/ASMD_t3.png
index c45ca58..20e4242 100644
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diff --git a/models/ASMD_t4.png b/models/ASMD_t4.png
index b245147..5183380 100644
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diff --git a/models/ASaRing.png b/models/ASaRing.png
index cbad0ac..5dbc1c1 100644
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diff --git a/models/ASasRing.png b/models/ASasRing.png
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diff --git a/models/Soldier/hkil5Vector.png b/models/Soldier/hkil5Vector.png
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diff --git a/models/Soldier/sldr1T_0.png b/models/Soldier/sldr1T_0.png
index 3cc3502..7c95b96 100644
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index e5ab1a1..26aea8d 100644
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index 4dcb52b..2c17821 100644
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diff --git a/models/Soldier/sldr2.png b/models/Soldier/sldr2.png
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diff --git a/models/Soldier/sldr2T_0.png b/models/Soldier/sldr2T_0.png
index 65e2706..42f4997 100644
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diff --git a/models/Soldier/sldr2T_1.png b/models/Soldier/sldr2T_1.png
index a32dd42..e43bd62 100644
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index cad75d8..6b09cdd 100644
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diff --git a/models/Soldier/sldr3.png b/models/Soldier/sldr3.png
index 1fd7ec0..d0c0a0b 100644
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diff --git a/models/Soldier/sldr3ice.png b/models/Soldier/sldr3ice.png
index 3e1c235..cee954a 100644
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diff --git a/models/Soldier/sldr4.png b/models/Soldier/sldr4.png
index ef1f537..6f7425e 100644
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diff --git a/models/Soldier/sldr4Johnson.png b/models/Soldier/sldr4Johnson.png
index 15b4f07..060cd32 100644
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diff --git a/models/Soldier/sldr4ice.png b/models/Soldier/sldr4ice.png
index d4dbd39..545ac88 100644
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diff --git a/models/ThighT.png b/models/ThighT.png
index 8fa8a73..3f91cb2 100644
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diff --git a/models/WetRing.png b/models/WetRing.png
index dcb6013..3bfe3c8 100644
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diff --git a/models/bossgibT.png b/models/bossgibT.png
index 2b6c85e..40df59c 100644
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diff --git a/models/bossheadT.png b/models/bossheadT.png
index 2b6c85e..40df59c 100644
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diff --git a/models/bpak.png b/models/bpak.png
index 63325ef..df29b1d 100644
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diff --git a/models/femalearmT.png b/models/femalearmT.png
index 9a842fa..ebeadf6 100644
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diff --git a/models/femalefootT.png b/models/femalefootT.png
index c39b174..97efa30 100644
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diff --git a/models/jbarrel4.png b/models/jbarrel4.png
index 346c463..5273a9d 100644
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diff --git a/models/jinvis.png b/models/jinvis.png
index 2499847..b0406cc 100644
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diff --git a/models/malearmT.png b/models/malearmT.png
index ba30599..553be8a 100644
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diff --git a/models/malefootT.png b/models/malefootT.png
index 45c0ebf..3d53f03 100644
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diff --git a/models/maletorsoT.png b/models/maletorsoT.png
index 439b3f6..7a33bec 100644
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diff --git a/models/miniammoled.png b/models/miniammoled.png
index 93f52f3..5d243b4 100644
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diff --git a/models/miniammoledbase.png b/models/miniammoledbase.png
index 18bf6ae..3026e55 100644
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diff --git a/models/newgreen.png b/models/newgreen.png
index 3d43b1d..b325b6c 100644
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diff --git a/models/pPurpleRing.png b/models/pPurpleRing.png
index bbad1c8..659f63b 100644
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diff --git a/models/pbolt0.png b/models/pbolt0.png
index de7ce7f..f3c5a29 100644
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diff --git a/models/pbolt1.png b/models/pbolt1.png
index 312e3a1..72457b6 100644
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diff --git a/models/pbolt2.png b/models/pbolt2.png
index 974813f..b8f0d50 100644
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diff --git a/models/pbolt3.png b/models/pbolt3.png
index 398b3e3..00d27f0 100644
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diff --git a/models/pbolt4.png b/models/pbolt4.png
index c2b57fa..7fc1486 100644
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diff --git a/models/s_camera.png b/models/s_camera.png
index dd45e9a..ee366c0 100644
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diff --git a/models/sbolt0.png b/models/sbolt0.png
index ad82ce9..ccdd26e 100644
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diff --git a/models/sbolt1.png b/models/sbolt1.png
index 5a0250f..0607f1d 100644
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diff --git a/models/sbolt2.png b/models/sbolt2.png
index fce0b35..9348095 100644
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diff --git a/models/sbolt3.png b/models/sbolt3.png
index f5b832f..7dd7681 100644
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diff --git a/models/sbolt4.png b/models/sbolt4.png
index 61af07a..fa1bb1d 100644
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diff --git a/models/shield.png b/models/shield.png
index 94f62ec..07ec6a8 100644
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diff --git a/models/splash_blood.png b/models/splash_blood.png
index eac185d..39febbf 100644
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diff --git a/models/splash_nukage.png b/models/splash_nukage.png
index 209e508..5f8c3fe 100644
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diff --git a/models/splash_water.png b/models/splash_water.png
index d7e03ae..b6ce68a 100644
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diff --git a/models/tloc1.png b/models/tloc1.png
index b17dd2f..002f343 100644
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diff --git a/models/tloc1_.png b/models/tloc1_.png
index b17dd2f..002f343 100644
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diff --git a/models/tloc2.png b/models/tloc2.png
index 6241fad..d901a6d 100644
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diff --git a/models/tloc2_.png b/models/tloc2_.png
index fe7aa51..536b050 100644
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diff --git a/models/tloc3.png b/models/tloc3.png
index b80648e..d6578be 100644
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diff --git a/models/tloc4.png b/models/tloc4.png
index 90599af..414d29c 100644
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diff --git a/shaders/glsl/AmbientGlow.fp b/shaders/glsl/AmbientGlow.fp
index b89ee37..31d6020 100644
--- a/shaders/glsl/AmbientGlow.fp
+++ b/shaders/glsl/AmbientGlow.fp
@@ -5,11 +5,11 @@ vec4 ProcessLight( vec4 color )
if ( gs.x > .5 ) return color;
if ( gs.y > .5 )
{
- float glow = max(0.,sin(timer*4)-.5);
+ float glow = max(0.,sin(timer*4.)-.5);
return vec4(min(color.rgb+vec3(glow),1.),color.a);
}
- float glow = 0.25+0.2*sin(timer*8);
- return vec4(min(color.rgb+vec3(glow),1.0),color.a);
+ float glow = .25+.2*sin(timer*8.);
+ return vec4(min(color.rgb+vec3(glow),1.),color.a);
}
vec4 ProcessTexel()
@@ -18,7 +18,7 @@ vec4 ProcessTexel()
if ( gs.x > .5 ) getTexel(vTexCoord.st);
if ( gs.y > .5 )
{
- float glow = max(0.,sin(timer*4)-.5);
+ float glow = max(0.,sin(timer*4.)-.5);
vec4 col = getTexel(vTexCoord.st);
return vec4(min(col.rgb+vec3(glow),1.),col.a);
}
diff --git a/shaders/glsl/AmbientGlow_Brightmapped.fp b/shaders/glsl/AmbientGlow_Brightmapped.fp
index 79d9330..b9759a8 100644
--- a/shaders/glsl/AmbientGlow_Brightmapped.fp
+++ b/shaders/glsl/AmbientGlow_Brightmapped.fp
@@ -4,14 +4,14 @@ vec4 ProcessLight( vec4 color )
{
float bright = texture(brighttex,vTexCoord.st).x;
vec2 gs = texture(ambglow,vec2(.5)).xy;
- if ( gs.x > .5 ) return vec4(min(color.rgb+vec3(bright),1.0),color.a);
+ if ( gs.x > .5 ) return vec4(min(color.rgb+vec3(bright),1.),color.a);
if ( gs.y > .5 )
{
- float glow = max(0.,sin(timer*4)-.5);
+ float glow = max(0.,sin(timer*4.)-.5);
return vec4(min(color.rgb+vec3(bright)+vec3(glow),1.),color.a);
}
- float glow = 0.25+0.2*sin(timer*8);
- return vec4(min(color.rgb+vec3(bright)+vec3(glow),1.0),color.a);
+ float glow = .25+.2*sin(timer*8.);
+ return vec4(min(color.rgb+vec3(bright)+vec3(glow),1.),color.a);
}
vec4 ProcessTexel()
@@ -20,7 +20,7 @@ vec4 ProcessTexel()
if ( gs.x > .5 ) getTexel(vTexCoord.st);
if ( gs.y > .5 )
{
- float glow = max(0.,sin(timer*4)-.5);
+ float glow = max(0.,sin(timer*4.)-.5);
vec4 col = getTexel(vTexCoord.st);
return vec4(min(col.rgb+vec3(glow),1.),col.a);
}
diff --git a/shaders/glsl/AmmoLed.fp b/shaders/glsl/AmmoLed.fp
index 3e089f1..b87cde4 100644
--- a/shaders/glsl/AmmoLed.fp
+++ b/shaders/glsl/AmmoLed.fp
@@ -1,6 +1,6 @@
void SetupMaterial( inout Material mat )
{
- mat.Base = texture(scrtex,vec2(vTexCoord.s,1.-vTexCoord.t));
+ mat.Base = vec4(texture(scrtex,vec2(vTexCoord.s,1.-vTexCoord.t)).rgb,1.);
mat.Normal = ApplyNormalMap(vTexCoord.st);
mat.Bright = vec4(1.);
}
diff --git a/shaders/glsl/FizzDistortX.fp b/shaders/glsl/FizzDistortX.fp
index 2cf77af..3ea0108 100644
--- a/shaders/glsl/FizzDistortX.fp
+++ b/shaders/glsl/FizzDistortX.fp
@@ -1,17 +1,17 @@
vec4 ProcessLight( vec4 color )
{
- return vec4(1.0);
+ return vec4(1.);
}
vec4 ProcessTexel()
{
vec2 coord = vTexCoord.st;
- vec2 dist = 2.0*texture(warptex,vTexCoord.st).xy-1.0;
- dist.y *= abs(mod(dist.x+timer*3.34536,4)-2)-1;
- coord.y += dist.y*0.12;
- dist = 2.0*texture(warptex,vTexCoord.st*2.0).xy-1.0;
- dist.y *= abs(mod(dist.x+timer*5.45363,4)-2)-1;
- coord.y -= dist.y*0.09;
- coord.y = clamp(coord.y,0.0,1.0);
+ vec2 dist = 2.*texture(warptex,vTexCoord.st).xy-1.;
+ dist.y *= abs(mod(dist.x+timer*3.34536,4.)-2.)-1.;
+ coord.y += dist.y*.12;
+ dist = 2.*texture(warptex,vTexCoord.st*2.0).xy-1.;
+ dist.y *= abs(mod(dist.x+timer*5.45363,4.)-2.)-1.;
+ coord.y -= dist.y*.09;
+ coord.y = clamp(coord.y,0.,1.);
return getTexel(coord);
}
diff --git a/shaders/glsl/FizzDistortXY.fp b/shaders/glsl/FizzDistortXY.fp
index 8ecc683..73fe1df 100644
--- a/shaders/glsl/FizzDistortXY.fp
+++ b/shaders/glsl/FizzDistortXY.fp
@@ -1,18 +1,18 @@
vec4 ProcessLight( vec4 color )
{
- return vec4(1.0);
+ return vec4(1.);
}
vec4 ProcessTexel()
{
vec2 coord = vTexCoord.st;
- vec2 dist = 2.0*texture(warptex,vTexCoord.st*0.6).xy-1.0;
- dist.x *= abs(mod(dist.y+timer*1.34536,4)-2)-1;
- coord.x += dist.x*0.12;
- dist = 2.0*texture(warptex,vTexCoord.st*1.2).xy-1.0;
- dist.y *= abs(mod(dist.x+timer*1.45363,4)-2)-1;
- coord.y -= dist.y*0.09;
- coord.x += timer*0.05346;
- coord.y += timer*0.03425;
+ vec2 dist = 2.*texture(warptex,vTexCoord.st*.6).xy-1.;
+ dist.x *= abs(mod(dist.y+timer*1.34536,4.)-2.)-1.;
+ coord.x += dist.x*.12;
+ dist = 2.*texture(warptex,vTexCoord.st*1.2).xy-1.;
+ dist.y *= abs(mod(dist.x+timer*1.45363,4.)-2.)-1.;
+ coord.y -= dist.y*.09;
+ coord.x += timer*.05346;
+ coord.y += timer*.03425;
return getTexel(coord);
}
diff --git a/shaders/glsl/MeshEnviroMap.fp b/shaders/glsl/MeshEnviroMap.fp
index 572c467..8f95332 100644
--- a/shaders/glsl/MeshEnviroMap.fp
+++ b/shaders/glsl/MeshEnviroMap.fp
@@ -3,5 +3,5 @@ vec4 ProcessTexel()
{
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
- return getTexel(norm.xz*0.5+0.5);
+ return getTexel(norm.xz*.5+.5);
}
diff --git a/shaders/glsl/MeshEnviroMap_AmbientGlow.fp b/shaders/glsl/MeshEnviroMap_AmbientGlow.fp
index fec7a79..5b5f39b 100644
--- a/shaders/glsl/MeshEnviroMap_AmbientGlow.fp
+++ b/shaders/glsl/MeshEnviroMap_AmbientGlow.fp
@@ -5,11 +5,11 @@ vec4 ProcessLight( vec4 color )
if ( gs.x > .5 ) return color;
if ( gs.y > .5 )
{
- float glow = max(0.,sin(timer*4)-.5);
+ float glow = max(0.,sin(timer*4.)-.5);
return vec4(min(color.rgb+vec3(glow),1.),color.a);
}
- float glow = 0.25+0.2*sin(timer*8);
- return vec4(min(color.rgb+vec3(glow),1.0),color.a);
+ float glow = .25+.2*sin(timer*8.);
+ return vec4(min(color.rgb+vec3(glow),1.),color.a);
}
// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
@@ -18,12 +18,12 @@ vec4 ProcessTexel()
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
vec2 gs = texture(ambglow,vec2(.5)).xy;
- if ( gs.x > .5 ) getTexel(norm.xz*0.5+0.5);
+ if ( gs.x > .5 ) getTexel(norm.xz*.5+.5);
if ( gs.y > .5 )
{
- float glow = max(0.,sin(timer*4)-.5);
+ float glow = max(0.,sin(timer*4.)-.5);
vec4 col = getTexel(norm.xz*.5+.5);
return vec4(min(col.rgb+vec3(glow),1.),col.a);
}
- return getTexel(norm.xz*0.5+0.5);
+ return getTexel(norm.xz*.5+.5);
}
diff --git a/shaders/glsl/RedeemerView.fp b/shaders/glsl/RedeemerView.fp
index 78c0a10..7cfa363 100644
--- a/shaders/glsl/RedeemerView.fp
+++ b/shaders/glsl/RedeemerView.fp
@@ -3,22 +3,22 @@ void main()
vec4 tinted = texture(InputTexture,TexCoord);
vec2 nc;
vec2 sz = textureSize(InputTexture,0);
- vec2 px = 1.0/vec2(1920.0);
+ vec2 px = 1./vec2(1920.);
px.y *= sz.x/sz.y;
for ( int j=-1; j<=1; j++ ) for ( int i=-1; i<=1; i++ )
{
nc = TexCoord+px*vec2(i,j);
tinted += texture(InputTexture,nc);
}
- tinted /= 10.0;
+ tinted /= 10.;
vec2 coord = TexCoord;
- coord *= 4.0;
+ coord *= 4.;
coord.y *= px.x/px.y;
vec2 tc;
tc.x = coord.x*cos(Timer)-coord.y*sin(Timer);
tc.y = coord.x*sin(Timer)+coord.y*cos(Timer);
- tinted = mix(tinted,texture(StaticTexture,tc),0.1);
- tinted = pow(tinted,vec4(0.7,1.1,1.3,1.0));
- tinted *= vec4(1.2,0.6,0.5,1.0);
+ tinted = mix(tinted,texture(StaticTexture,tc),.1);
+ tinted = pow(tinted,vec4(.7,1.1,1.3,1.));
+ tinted *= vec4(1.2,.6,.5,1.);
FragColor = tinted;
}
diff --git a/sprites/BUBLB0.png b/sprites/BUBLB0.png
index dff1885..834fdd3 100644
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diff --git a/sprites/BUBLC0.png b/sprites/BUBLC0.png
index 31006bb..b07743c 100644
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diff --git a/sprites/DBEFA0.png b/sprites/DBEFA0.png
index 528c159..95710ab 100644
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diff --git a/sprites/FEXPA0.png b/sprites/FEXPA0.png
index 5ccfcc1..fe6a936 100644
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diff --git a/sprites/FEXPB0.png b/sprites/FEXPB0.png
index 526ea95..c0c6bc1 100644
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diff --git a/sprites/FEXPC0.png b/sprites/FEXPC0.png
index b121878..3d60b94 100644
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diff --git a/sprites/FEXPD0.png b/sprites/FEXPD0.png
index 505642c..95a5a6d 100644
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diff --git a/sprites/FEXPE0.png b/sprites/FEXPE0.png
index 8f372f9..9900d40 100644
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diff --git a/sprites/FEXPF0.png b/sprites/FEXPF0.png
index 6f65056..160350c 100644
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diff --git a/sprites/FEXPG0.png b/sprites/FEXPG0.png
index 69c3ac8..09a1540 100644
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diff --git a/sprites/FEXPH0.png b/sprites/FEXPH0.png
index b6d9481..98f1323 100644
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diff --git a/sprites/FEXPI0.png b/sprites/FEXPI0.png
index a97bcfb..632f6a5 100644
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diff --git a/sprites/FEXPJ0.png b/sprites/FEXPJ0.png
index d89924c..79a9ffc 100644
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diff --git a/zscript.txt b/zscript.txt
index 866887f..adeac22 100644
--- a/zscript.txt
+++ b/zscript.txt
@@ -1,8 +1,18 @@
-version "4.9"
+version "4.11"
+
+/*
+ Doom Tournament main codebase
+
+ Save for the third party Gutamatics library, all code here is
+ (C)2018-2023 Marisa the Magician, UnSX Team, and is released under the
+ terms of the MIT license (see LICENSE.txt).
+
+ No proprietary code by Epic Games has been copied, with or without
+ modification, in the process of developing this project.
+*/
#include "zscript/dt_Gutamatics/Include.zsc"
#include "zscript/dt_utility.zsc"
-#include "zscript/dt_coordutil.zsc"
#include "zscript/utcommon.zsc"
#include "zscript/utgore.zsc"
#include "zscript/impacthammer.zsc"
diff --git a/zscript/LGPL3.txt b/zscript/LGPL3.txt
deleted file mode 100644
index 0a04128..0000000
--- a/zscript/LGPL3.txt
+++ /dev/null
@@ -1,165 +0,0 @@
- GNU LESSER GENERAL PUBLIC LICENSE
- Version 3, 29 June 2007
-
- Copyright (C) 2007 Free Software Foundation, Inc.
- Everyone is permitted to copy and distribute verbatim copies
- of this license document, but changing it is not allowed.
-
-
- This version of the GNU Lesser General Public License incorporates
-the terms and conditions of version 3 of the GNU General Public
-License, supplemented by the additional permissions listed below.
-
- 0. Additional Definitions.
-
- As used herein, "this License" refers to version 3 of the GNU Lesser
-General Public License, and the "GNU GPL" refers to version 3 of the GNU
-General Public License.
-
- "The Library" refers to a covered work governed by this License,
-other than an Application or a Combined Work as defined below.
-
- An "Application" is any work that makes use of an interface provided
-by the Library, but which is not otherwise based on the Library.
-Defining a subclass of a class defined by the Library is deemed a mode
-of using an interface provided by the Library.
-
- A "Combined Work" is a work produced by combining or linking an
-Application with the Library. The particular version of the Library
-with which the Combined Work was made is also called the "Linked
-Version".
-
- The "Minimal Corresponding Source" for a Combined Work means the
-Corresponding Source for the Combined Work, excluding any source code
-for portions of the Combined Work that, considered in isolation, are
-based on the Application, and not on the Linked Version.
-
- The "Corresponding Application Code" for a Combined Work means the
-object code and/or source code for the Application, including any data
-and utility programs needed for reproducing the Combined Work from the
-Application, but excluding the System Libraries of the Combined Work.
-
- 1. Exception to Section 3 of the GNU GPL.
-
- You may convey a covered work under sections 3 and 4 of this License
-without being bound by section 3 of the GNU GPL.
-
- 2. Conveying Modified Versions.
-
- If you modify a copy of the Library, and, in your modifications, a
-facility refers to a function or data to be supplied by an Application
-that uses the facility (other than as an argument passed when the
-facility is invoked), then you may convey a copy of the modified
-version:
-
- a) under this License, provided that you make a good faith effort to
- ensure that, in the event an Application does not supply the
- function or data, the facility still operates, and performs
- whatever part of its purpose remains meaningful, or
-
- b) under the GNU GPL, with none of the additional permissions of
- this License applicable to that copy.
-
- 3. Object Code Incorporating Material from Library Header Files.
-
- The object code form of an Application may incorporate material from
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-code under terms of your choice, provided that, if the incorporated
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-(ten or fewer lines in length), you do both of the following:
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- 4. Combined Works.
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- necessary to install and execute a modified version of the
- Combined Work produced by recombining or relinking the
- Application with a modified version of the Linked Version. (If
- you use option 4d0, the Installation Information must accompany
- the Minimal Corresponding Source and Corresponding Application
- Code. If you use option 4d1, you must provide the Installation
- Information in the manner specified by section 6 of the GNU GPL
- for conveying Corresponding Source.)
-
- 5. Combined Libraries.
-
- You may place library facilities that are a work based on the
-Library side by side in a single library together with other library
-facilities that are not Applications and are not covered by this
-License, and convey such a combined library under terms of your
-choice, if you do both of the following:
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- on the Library, uncombined with any other library facilities,
- conveyed under the terms of this License.
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- is a work based on the Library, and explaining where to find the
- accompanying uncombined form of the same work.
-
- 6. Revised Versions of the GNU Lesser General Public License.
-
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-of the GNU Lesser General Public License from time to time. Such new
-versions will be similar in spirit to the present version, but may
-differ in detail to address new problems or concerns.
-
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-Library as you received it specifies that a certain numbered version
-of the GNU Lesser General Public License "or any later version"
-applies to it, you have the option of following the terms and
-conditions either of that published version or of any later version
-published by the Free Software Foundation. If the Library as you
-received it does not specify a version number of the GNU Lesser
-General Public License, you may choose any version of the GNU Lesser
-General Public License ever published by the Free Software Foundation.
-
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diff --git a/zscript/biorifle.zsc b/zscript/biorifle.zsc
index eae6441..02f780e 100644
--- a/zscript/biorifle.zsc
+++ b/zscript/biorifle.zsc
@@ -722,10 +722,7 @@ Class BioRifle : UTWeapon
A_AlertMonsters();
if ( alt ) A_QuakeEx(1+int(0.5*invoker.charge),1+int(0.5*invoker.charge),1+int(0.5*invoker.charge),5+int(1.2*invoker.charge),0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05+0.01*invoker.charge);
else A_QuakeEx(1,1,1,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
- Vector3 x, y, z;
- double a, s;
- [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+8*y-5*z);
+ Vector3 origin = dt_Utility.GetFireOffset(self,10,8,-5);
Actor p;
if ( alt )
{
@@ -793,6 +790,7 @@ Class BioRifle : UTWeapon
Weapon.AmmoGive 25;
UTWeapon.DropAmmo 5;
UTWeapon.NameColor "00 FF 00";
+ UTWeapon.BobDamping .9;
}
States
{
diff --git a/zscript/chainsaw.zsc b/zscript/chainsaw.zsc
index 0557e9d..bf3d0e2 100644
--- a/zscript/chainsaw.zsc
+++ b/zscript/chainsaw.zsc
@@ -131,8 +131,8 @@ Class UTChainsaw : UTWeapon
invoker.FireEffect();
A_AlertMonsters();
Vector3 x, y, z;
- [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-4*z);
+ [x, y, z] = dt_Utility.GetPlayerAxes(self);
+ Vector3 origin = dt_Utility.GetFireOffset(self,10,0,-4);
FLineTraceData d;
LineTrace(angle,90,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( d.HitType == TRACE_HitActor )
@@ -179,8 +179,8 @@ Class UTChainsaw : UTWeapon
if ( initial ) invoker.FireEffect();
A_AlertMonsters();
Vector3 x, y, z;
- [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2*z);
+ [x, y, z] = dt_Utility.GetPlayerAxes(self);
+ Vector3 origin = dt_Utility.GetFireOffset(self,10,0,-2);
FLineTraceData d;
double ang = (angle-60)+120*invoker.sawcnt;
LineTrace(ang,90,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
@@ -232,9 +232,7 @@ Class UTChainsaw : UTWeapon
}
else A_QuakeEx(0,0,0,2,0,1,"",QF_RELATIVE,rollIntensity:0.2);
if ( bAlt || Random[Chainsaw](0,2) ) return;
- Vector3 x, y, z;
- [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),5*x+y-3*z);
+ Vector3 origin = dt_Utility.GetFireOffset(self,5,1,-3);
for ( int i=0; i<5; i++ )
{
let s = Spawn("UTViewSmoke",origin);
@@ -254,6 +252,7 @@ Class UTChainsaw : UTWeapon
Weapon.UpSound "chainsaw/select";
Weapon.SlotNumber 1;
Weapon.SelectionOrder 9;
+ UTWeapon.BobDamping .4;
+WEAPON.MELEEWEAPON;
+FORCEPAIN;
+NOEXTREMEDEATH;
diff --git a/zscript/dt_coordutil.zsc b/zscript/dt_coordutil.zsc
deleted file mode 100644
index f7dbd22..0000000
--- a/zscript/dt_coordutil.zsc
+++ /dev/null
@@ -1,92 +0,0 @@
-/*
- Coordinate Utility helper class.
- Reproduces the old UnrealScript Get(Un)Axes functions, providing XYZ axis
- vectors relative to an euler rotation (defaults to left-handed coords).
-
- Copyright (c)2018-2022 Marisa the Magician, UnSX Team
-
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to
- deal in the Software without restriction, including without limitation the
- rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- sell copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
-
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
-
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- IN THE SOFTWARE.
-*/
-
-Class dt_CoordUtil
-{
- // In Tim Sweeney's own words: "transform by a pitch-yaw-roll rotation"
- static Vector3, Vector3, Vector3 GetUnAxes( double pitch, double yaw, double roll, bool rhand = false )
- {
- Vector3 x = (1,0,0), y = (0,rhand?1:-1,0), z = (0,0,1);
- Vector3 a, b, c;
- // pitch and roll in gzdoom work in reverse compared to UE
- pitch = -pitch;
- roll = -roll;
- // yaw
- a = (cos(yaw),sin(yaw),0);
- b = (-sin(yaw),cos(yaw),0);
- c = (0,0,1);
- x = (x dot a, x dot b, x dot c);
- y = (y dot a, y dot b, y dot c);
- z = (z dot a, z dot b, z dot c);
- // pitch
- a = (cos(pitch),0,sin(pitch));
- b = (0,1,0);
- c = (-sin(pitch),0,cos(pitch));
- x = (x dot a, x dot b, x dot c);
- y = (y dot a, y dot b, y dot c);
- z = (z dot a, z dot b, z dot c);
- // roll
- a = (1,0,0);
- b = (0,cos(roll),-sin(roll));
- c = (0,sin(roll),cos(roll));
- x = (x dot a, x dot b, x dot c);
- y = (y dot a, y dot b, y dot c);
- z = (z dot a, z dot b, z dot c);
- return x, y, z;
- }
-
- // In Tim Sweeney's own words: "detransform by a pitch-yaw-roll rotation"
- static Vector3, Vector3, Vector3 GetAxes( double pitch, double yaw, double roll, bool rhand = false )
- {
- Vector3 x = (1,0,0), y = (0,rhand?1:-1,0), z = (0,0,1);
- Vector3 a, b, c;
- // pitch and roll in gzdoom work in reverse compared to UE
- pitch = -pitch;
- roll = -roll;
- // inverse roll
- a = (1,0,0);
- b = (0,cos(roll),sin(roll));
- c = (0,-sin(roll),cos(roll));
- x = (x dot a, x dot b, x dot c);
- y = (y dot a, y dot b, y dot c);
- z = (z dot a, z dot b, z dot c);
- // inverse pitch
- a = (cos(pitch),0,-sin(pitch));
- b = (0,1,0);
- c = (sin(pitch),0,cos(pitch));
- x = (x dot a, x dot b, x dot c);
- y = (y dot a, y dot b, y dot c);
- z = (z dot a, z dot b, z dot c);
- // inverse yaw
- a = (cos(yaw),-sin(yaw),0);
- b = (sin(yaw),cos(yaw),0);
- c = (0,0,1);
- x = (x dot a, x dot b, x dot c);
- y = (y dot a, y dot b, y dot c);
- z = (z dot a, z dot b, z dot c);
- return x, y, z;
- }
-}
diff --git a/zscript/dt_utility.zsc b/zscript/dt_utility.zsc
index 12245b7..675bc8e 100644
--- a/zscript/dt_utility.zsc
+++ b/zscript/dt_utility.zsc
@@ -64,4 +64,88 @@ Class dt_Utility
{
return (x+y*cos(angle)*spread+z*sin(angle)*spread).unit();
}
+
+ static clearscope Vector3, Vector3, Vector3 GetAxes( double angle, double pitch, double roll )
+ {
+ Vector3 x = (1,0,0), y = (0,-1,0), z = (0,0,1);
+ Quat r = Quat.FromAngles(angle,pitch,roll);
+ return r*x, r*y, r*z;
+ }
+
+ // included here until Gutamatics updates to use native quaternions
+ static double, double, double ToAngles( Quat q )
+ {
+ double angle = 0., pitch = 0., roll = 0.;
+ double stest = q.z*q.x-q.w*q.y;
+ double angY = 2.*(q.w*q.z+q.x*q.y);
+ double angX = 1.-2.*(q.y*q.y+q.z*q.z);
+ if ( stest < -.4999995 )
+ {
+ angle = atan2(angY,angX);
+ pitch = 90.;
+ roll = dt_GM_GlobalMaths.Normalize180(angle+(2.*atan2(q.x,q.w)));
+ }
+ else if ( stest > .4999995 )
+ {
+ angle = atan2(angY,angX);
+ pitch = -90.;
+ roll = dt_GM_GlobalMaths.Normalize180(angle+(2.*atan2(q.x,q.w)));
+ }
+ else
+ {
+ angle = atan2(angY,angX);
+ pitch = -asin(2.*stest);
+ roll = atan2(2.*(q.w*q.x+q.y*q.z),1.-2.*(q.x*q.x+q.y*q.y));
+ }
+ return angle, pitch, roll;
+ }
+
+ // for aiming and shooting
+ static Vector3 GetPlayerViewDir( Actor player )
+ {
+ Quat r = Quat.FromAngles(player.angle,player.pitch,player.roll);
+ return r*(1,0,0);
+ }
+ static play Vector3 GetPlayerAimDir( Actor player )
+ {
+ FTranslatedLineTarget t;
+ double pitch = player.BulletSlope(t);
+ Quat r;
+ if ( !t.linetarget ) r = Quat.FromAngles(player.angle,player.pitch,player.roll);
+ else r = Quat.FromAngles(player.angle,pitch,player.roll);
+ return r*(1,0,0);
+ }
+ static Vector3, Vector3, Vector3 GetPlayerAxes( Actor player )
+ {
+ Quat r = Quat.FromAngles(player.angle,player.pitch,player.roll);
+ return r*(1,0,0), r*(0,-1,0), r*(0,0,1);
+ }
+ static play Vector3, Vector3, Vector3 GetPlayerAxesAutoAimed( Actor player )
+ {
+ FTranslatedLineTarget t;
+ double pitch = player.BulletSlope(t);
+ Quat r;
+ if ( !t.linetarget ) r = Quat.FromAngles(player.angle,player.pitch,player.roll);
+ else r = Quat.FromAngles(player.angle,pitch,player.roll);
+ return r*(1,0,0), r*(0,-1,0), r*(0,0,1);
+ }
+ static Vector3 GetPlayerEye( Actor player )
+ {
+ if ( !player.viewpos )
+ return player.Vec2OffsetZ(0,0,player.player.viewz);
+ if ( player.viewpos.flags&VPSF_ABSOLUTEPOS )
+ return player.viewpos.offset;
+ Vector3 origin = player.Vec2OffsetZ(0,0,player.player.viewz);
+ if ( player.viewpos.flags&VPSF_ABSOLUTEOFFSET )
+ return level.Vec3Offset(origin,player.viewpos.offset);
+ Quat r = Quat.FromAngles(player.angle,player.pitch,player.roll);
+ return level.Vec3Offset(origin,r*player.viewpos.offset);
+ }
+ static Vector3 GetFireOffset( Actor player, double x, double y, double z )
+ {
+ Vector3 origin = GetPlayerEye(player);
+ Quat r = Quat.FromAngles(player.angle,player.pitch,player.roll);
+ return level.Vec3Offset(origin,r*(x,-y,z));
+ }
+
}
diff --git a/zscript/eightball.zsc b/zscript/eightball.zsc
index f6fa4cb..49abb0c 100644
--- a/zscript/eightball.zsc
+++ b/zscript/eightball.zsc
@@ -295,7 +295,7 @@ Class UTRocketLauncher : UTWeapon
int locktics;
bool bSingleRocket;
- ui Canvas AmmoLed;
+ transient ui Canvas AmmoLed;
ui TextureID LedBase, LedFont;
ui TextureID lockontex;
@@ -388,9 +388,9 @@ Class UTRocketLauncher : UTWeapon
A_QuakeEx(2+num,2+num,2+num,6+num,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1+num*0.05);
Vector3 x, y, z, x2, y2, z2;
double a, s;
- [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-3*z);
- [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
+ [x, y, z] = dt_Utility.GetPlayerAxes(self);
+ Vector3 origin = dt_Utility.GetFireOffset(self,10,3,-3);
+ [x2, y2, z2] = dt_Utility.GetPlayerAxesAutoAimed(self);
Actor p;
if ( weap.bAltFire )
{
@@ -469,8 +469,8 @@ Class UTRocketLauncher : UTWeapon
while ( a = Actor(t.Next()) )
{
if ( !a.bSHOOTABLE || (a.Health <= 0) || a.bKilled || !a.bIsMonster || a.bCorpse || (a == self) || isTeammate(a) || !CheckSight(a) ) continue;
- Vector3 viewdir = dt_Utility.Vec3FromAngle(angle,pitch);
- Vector3 reldir = level.Vec3Diff(Vec2OffsetZ(0,0,player.viewz),a.Vec2OffsetZ(0,0,a.pos.z+a.height*0.5));
+ Vector3 viewdir = dt_Utility.GetPlayerViewDir(self);
+ Vector3 reldir = level.Vec3Diff(dt_Utility.GetPlayerEye(self),a.Vec2OffsetZ(0,0,a.pos.z+a.height*0.5));
double reldist = reldir.length();
if ( reldist > 2000 ) continue;
if ( reldir.unit() dot viewdir < 0.99 ) continue;
@@ -507,6 +507,7 @@ Class UTRocketLauncher : UTWeapon
Weapon.AmmoGive 6;
UTWeapon.DropAmmo 3;
UTWeapon.NameColor "FF 00 00";
+ UTWeapon.BobDamping .35;
}
States
{
diff --git a/zscript/enforcer.zsc b/zscript/enforcer.zsc
index bd1a112..dfd6420 100644
--- a/zscript/enforcer.zsc
+++ b/zscript/enforcer.zsc
@@ -33,9 +33,7 @@ Class EnforcerLight : DynamicLight
}
if ( target.player )
{
- Vector3 x, y, z, origin;
- [x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll);
- origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),x*12);
+ Vector3 origin = dt_Utility.GetFireOffset(target,12,0,0);
SetOrigin(origin,true);
}
else SetOrigin(target.pos,true);
@@ -233,7 +231,11 @@ Class Enforcer : UTWeapon
override int, int, bool, bool GetClipAmount()
{
- if ( !flak_enforcerreload ) return Super.GetClipAmount();
+ if ( !flak_enforcerreload )
+ {
+ let [foo, bar, baz, qux] = Super.GetClipAmount();
+ return foo, bar, baz, qux;
+ }
if ( Amount > 1 ) return ClipOut?-1:ClipCount, SlaveClipOut?-1:SlaveClipCount, (ClipCount<5), (SlaveClipCount<5);
return ClipOut?-1:ClipCount, -1, (ClipCount<5), false;
}
@@ -378,13 +380,13 @@ Class Enforcer : UTWeapon
A_OverlayRenderstyle(-2,STYLE_Add);
}
Vector3 x, y, z, x2, y2, z2;
- [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
+ [x, y, z] = dt_Utility.GetPlayerAxes(self);
int ydir = slave?-1:1;
- if ( alt ) origin = level.Vec3Offset(origin,-z*3+ydir*y);
- else origin = level.Vec3Offset(origin,-z+ydir*y*4);
+ Vector3 origin;
+ if ( alt ) origin = dt_Utility.GetFireOffset(self,10,ydir,-3);
+ else origin = dt_Utility.GetFireOffset(self,10,4*ydir,-1);
double a = FRandom[Enforcer](0,360), s = FRandom[Enforcer](0,alt?invoker.altaccuracy:0.004);
- [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
+ [x2, y2, z2] = dt_Utility.GetPlayerAxesAutoAimed(self);
Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
FLineTraceData d;
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
@@ -488,6 +490,7 @@ Class Enforcer : UTWeapon
Weapon.Kickback 180;
UTWeapon.DropAmmo 10;
UTWeapon.NameColor "C8 C8 FF";
+ UTWeapon.BobDamping 1.2;
Enforcer.ClipCount 20;
Enforcer.SlaveClipCount 20;
}
@@ -507,7 +510,8 @@ Class Enforcer : UTWeapon
invoker.slavedown = false;
if ( !invoker.slaveactive && (CountInv("Enforcer") > 1) )
{
- invoker.slavereload = invoker.slaverefire = 0;
+ invoker.slavereload = false;
+ invoker.slaverefire = 0;
A_Overlay(2,"LeftReady");
}
}
@@ -634,8 +638,8 @@ Class Enforcer : UTWeapon
UTPlayer(self).PlayReloading();
invoker.slavereload = (flak_enforcerreload&&invoker.slaveactive&&(invoker.slaveclipcount 2 ) Destroy();
}
@@ -635,7 +644,7 @@ Class FlakMag : UTCasing
Class FlakCannon : UTWeapon
{
- ui Canvas AmmoLed;
+ transient ui Canvas AmmoLed;
ui TextureID LedFont;
override void RenderOverlay( RenderEvent e )
@@ -674,12 +683,11 @@ Class FlakCannon : UTWeapon
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
Vector3 x, y, z;
double a, s;
- [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+4*y-3*z);
+ Vector3 origin = dt_Utility.GetFireOffset(self,10,4,-3);
A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
- [x, y, z] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
+ [x, y, z] = dt_Utility.GetPlayerAxesAutoAimed(self);
Vector3 offsets[8]; // vanilla adds these to each chunk
offsets[0] = (0,0,0);
offsets[1] = -z;
@@ -732,8 +740,8 @@ Class FlakCannon : UTWeapon
A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
double a, s;
- [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-3*z);
+ [x, y, z] = dt_Utility.GetPlayerAxes(self);
+ Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-3);
A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
@@ -780,6 +788,7 @@ Class FlakCannon : UTWeapon
Weapon.AmmoGive 10;
UTWeapon.DropAmmo 5;
UTWeapon.NameColor "FF 60 00";
+ UTWeapon.BobDamping .3;
}
States
{
@@ -819,8 +828,8 @@ Class FlakCannon : UTWeapon
FLKF J 4
{
Vector3 x, y, z, origin;
- [x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*3.-z*8.);
+ [x,y,z] = dt_Utility.GetPlayerAxes(self);
+ origin = dt_Utility.GetFireOffset(self,4,3,-8);
let c = Spawn("FlakMag",origin);
c.angle = angle;
c.pitch = pitch;
diff --git a/zscript/impacthammer.zsc b/zscript/impacthammer.zsc
index e66cb0c..300fc44 100644
--- a/zscript/impacthammer.zsc
+++ b/zscript/impacthammer.zsc
@@ -106,9 +106,7 @@ Class ImpactHammer : UTWeapon
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);
+ Vector3 origin = dt_Utility.GetFireOffset(self,10,3,-4);
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"));
@@ -121,9 +119,8 @@ Class ImpactHammer : UTWeapon
A_StartSound("impact/release",CHAN_WEAPON);
invoker.FireEffect();
A_AlertMonsters(gameinfo.gametype&GAME_Strife?100:0);
- 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);
+ Vector3 x = dt_Utility.GetPlayerViewDir(self);
+ Vector3 origin = dt_Utility.GetFireOffset(self,10,3,-4);
double realcharge = min(1.5,invoker.chargesize);
FLineTraceData d;
LineTrace(angle,60,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
@@ -187,8 +184,8 @@ Class ImpactHammer : UTWeapon
A_AlertMonsters(gameinfo.gametype&GAME_Strife?100:0);
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 = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-4*z);
+ [x, y, z] = dt_Utility.GetPlayerAxes(self);
+ Vector3 origin = dt_Utility.GetFireOffset(self,10,3,-4);
FLineTraceData d;
LineTrace(angle,120,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
double dscale = d.Distance/120.;
@@ -250,6 +247,7 @@ Class ImpactHammer : UTWeapon
Weapon.SelectionOrder 9;
+WEAPON.MELEEWEAPON;
UTWeapon.NameColor "FF C0 00";
+ UTWeapon.BobDamping 1.1;
}
States
{
diff --git a/zscript/minigun.zsc b/zscript/minigun.zsc
index 881259a..01f5f9b 100644
--- a/zscript/minigun.zsc
+++ b/zscript/minigun.zsc
@@ -74,7 +74,7 @@ Class Minigun : UTWeapon
{
int bcnt, tcnt;
- ui Canvas AmmoLed;
+ transient ui Canvas AmmoLed;
ui TextureID LedBase, LedFont;
override void RenderOverlay( RenderEvent e )
@@ -117,10 +117,10 @@ Class Minigun : UTWeapon
l.target = self;
if ( !alt ) MinigunLight(l).cnt--;
Vector3 x, y, z, x2, y2, z2;
- [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+y*2-z*2);
+ [x, y, z] = dt_Utility.GetPlayerAxes(self);
+ Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-2);
double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,alt?0.05:0.02);
- [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
+ [x2, y2, z2] = dt_Utility.GetPlayerAxesAutoAimed(self);
Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
FLineTraceData d;
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
@@ -223,6 +223,7 @@ Class Minigun : UTWeapon
Weapon.Kickback 180;
UTWeapon.DropAmmo 20;
UTWeapon.NameColor "FF FF 00";
+ UTWeapon.BobDamping .65;
}
States
{
diff --git a/zscript/powerups.zsc b/zscript/powerups.zsc
index fb00ecd..ad1dbfa 100644
--- a/zscript/powerups.zsc
+++ b/zscript/powerups.zsc
@@ -53,7 +53,7 @@ Class DamageAmpLight : DynamicLight
return;
}
if ( target.player )
- SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true);
+ SetOrigin(dt_Utility.GetPlayerEye(target),true);
else SetOrigin(target.Vec3Offset(0,0,target.height/2),true);
args[LIGHT_INTENSITY] = Random[UDamage](10,12)*8;
bDORMANT = Powerup(master).isBlinking();
@@ -160,7 +160,7 @@ Class UTInvulLight : DynamicLight
return;
}
if ( target.player )
- SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true);
+ SetOrigin(dt_Utility.GetPlayerEye(target),true);
else SetOrigin(target.Vec3Offset(0,0,target.height/2),true);
args[LIGHT_INTENSITY] = Random[UInvuln](10,12)*8;
bDORMANT = Powerup(master).isBlinking();
@@ -575,10 +575,8 @@ Class UTVisionLight : DynamicLight
Destroy();
return;
}
- Vector3 x, y, z, origin;
- [x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll);
- if ( target.player )
- origin = target.Vec2OffsetZ(0,0,target.player.viewz);
+ Vector3 origin;
+ if ( target.player ) origin = dt_Utility.GetPlayerEye(target);
else origin = target.Vec3Offset(0,0,target.height/2);
SetOrigin(origin,true);
angle = target.angle;
diff --git a/zscript/pulsegun.zsc b/zscript/pulsegun.zsc
index 2a7bc61..b9abc7b 100644
--- a/zscript/pulsegun.zsc
+++ b/zscript/pulsegun.zsc
@@ -107,9 +107,7 @@ Class ViewPulseSpark : PulseSpark
Destroy();
return;
}
- Vector3 x, y, z;
- [x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll);
- Vector3 origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),x*ofs.x+y*ofs.y+z*ofs.z);
+ Vector3 origin = dt_Utility.GetFireOffset(target,ofs.x,ofs.y,ofs.z);
SetOrigin(origin,true);
bInvisible = (players[consoleplayer].camera != target);
if ( isFrozen() ) return;
@@ -536,13 +534,9 @@ Class StarterBolt : PulseBolt
Destroy();
return;
}
- Vector3 x, y, z, origin;
+ Vector3 origin;
bRELATIVETOFLOOR = (target.pos.z <= target.floorz); // hack, but kinda works
- if ( target.player )
- {
- [x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll);
- origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),8*x+4.1*y-2.7*z);
- }
+ if ( target.player ) origin = dt_Utility.GetFireOffset(target,8,4.1,-2.7);
else origin = target.Vec3Offset(0,0,target.missileheight);
SetOrigin(origin,true);
A_SetAngle(target.angle);
@@ -587,7 +581,7 @@ Class PulseGun : UTWeapon
Property ClipCount : clipcount;
- ui Canvas AmmoLed;
+ transient ui Canvas AmmoLed;
ui TextureID LedFont, LedBase, CountBar;
int OldSkin;
@@ -652,7 +646,11 @@ Class PulseGun : UTWeapon
override int, int, bool, bool GetClipAmount()
{
- if ( !flak_pulsereload ) return Super.GetClipAmount();
+ if ( !flak_pulsereload )
+ {
+ let [foo, bar, baz, qux] = Super.GetClipAmount();
+ return foo, bar, baz, qux;
+ }
return ClipOut?-1:ClipCount, -1, (ClipCount<10), false;
}
@@ -677,9 +675,7 @@ Class PulseGun : UTWeapon
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,128,255,128),1);
A_AlertMonsters();
- Vector3 x, y, z;
- [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+4.1*y-2.7*z);
+ Vector3 origin = dt_Utility.GetFireOffset(self,10,4.1,-2.7);
for ( int i=0; i<4; i++ )
{
let s = Spawn("UTViewSmoke",origin);
@@ -743,8 +739,8 @@ Class PulseGun : UTWeapon
A_OverlayRenderstyle(-2,STYLE_Add);
Vector3 x, y, z;
double a;
- [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-1.8*z);
+ [x, y, z] = dt_Utility.GetPlayerAxes(self);
+ Vector3 origin = dt_Utility.GetFireOffset(self,10,3,-1.8);
origin = level.Vec3Offset(origin,dt_Utility.CircleOffset(y,z,invoker.sangle,2));
invoker.sangle += 100;
Actor p = Spawn("PulseBall",origin);
@@ -775,9 +771,7 @@ Class PulseGun : UTWeapon
{
invoker.special1 = 0;
A_StartSound("pulse/bolt",CHAN_WEAPON,CHANF_LOOPING);
- Vector3 x, y, z, origin;
- [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+4.1*y-2.7*z);
+ Vector3 origin = dt_Utility.GetFireOffset(self,10,4.1,-2.7);
invoker.beam = Spawn("StarterBolt",origin);
invoker.beam.angle = angle;
invoker.beam.pitch = BulletSlope();
@@ -818,6 +812,7 @@ Class PulseGun : UTWeapon
PulseGun.ClipCount 50;
UTWeapon.DropAmmo 15;
UTWeapon.NameColor "80 FF 80";
+ UTWeapon.BobDamping .4;
}
States
{
@@ -901,8 +896,8 @@ Class PulseGun : UTWeapon
PGR2 A 1
{
Vector3 x, y, z, origin;
- [x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*6.-z*8.);
+ [x,y,z] = dt_Utility.GetPlayerAxes(self);
+ origin = dt_Utility.GetFireOffset(self,4,-6,-8);
let c = Spawn("PulseMag",origin);
c.angle = angle;
c.pitch = pitch;
diff --git a/zscript/ripper.zsc b/zscript/ripper.zsc
index 66badf4..507562f 100644
--- a/zscript/ripper.zsc
+++ b/zscript/ripper.zsc
@@ -241,6 +241,7 @@ Class Ripper2 : UTWeapon
Weapon.AmmoGive 10;
UTWeapon.DropAmmo 5;
UTWeapon.NameColor "00 FF FF";
+ UTWeapon.BobDamping .35;
}
action void A_RazorFire( bool alt = false )
{
@@ -255,9 +256,7 @@ Class Ripper2 : UTWeapon
A_AlertMonsters();
if ( alt ) A_QuakeEx(3,3,3,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
else A_QuakeEx(1,1,1,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
- Vector3 x, y, z;
- [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+6*y-4*z);
+ Vector3 origin = dt_Utility.GetFireOffset(self,10,6,-4);
Actor p;
if ( alt ) p = Spawn("Razor2Alt",origin);
else p = Spawn("Razor2",origin);
diff --git a/zscript/shockrifle.zsc b/zscript/shockrifle.zsc
index e141549..3d0af44 100644
--- a/zscript/shockrifle.zsc
+++ b/zscript/shockrifle.zsc
@@ -1035,9 +1035,7 @@ Class ViewShockSpark : ShockSpark
Destroy();
return;
}
- Vector3 x, y, z;
- [x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll);
- Vector3 origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),x*ofs.x+y*ofs.y+z*ofs.z);
+ Vector3 origin = dt_Utility.GetFireOffset(target,ofs.x,ofs.y,ofs.z);
SetOrigin(origin,true);
bInvisible = (players[consoleplayer].camera != target);
if ( isFrozen() ) return;
@@ -1068,9 +1066,7 @@ Class ShockRifle : UTWeapon
UTMainHandler.DoFlash(self,Color(128,128,0,255),1);
A_AlertMonsters();
A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
- Vector3 x, y, z;
- [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-1.5*z);
+ Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-1.5);
Actor p = Spawn("ShockBeam",origin);
p.angle = angle;
p.pitch = BulletSlope();
@@ -1105,9 +1101,7 @@ Class ShockRifle : UTWeapon
UTMainHandler.DoFlash(self,Color(128,128,0,255),1);
A_AlertMonsters();
A_QuakeEx(2,2,2,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
- Vector3 x, y, z;
- [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-1.5*z);
+ Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-1.5);
Actor p = Spawn("ShockBall",origin);
p.angle = angle;
p.pitch = BulletSlope();
@@ -1147,6 +1141,7 @@ Class ShockRifle : UTWeapon
Weapon.AmmoGive 20;
UTWeapon.DropAmmo 5;
UTWeapon.NameColor "80 00 FF";
+ UTWeapon.BobDamping .4;
}
States
{
@@ -1250,9 +1245,7 @@ Class EnhancedShockRifle : UTWeapon
UTMainHandler.DoFlash(self,Color(128,255,128,0),1);
A_AlertMonsters();
A_QuakeEx(3,3,3,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15);
- Vector3 x, y, z;
- [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-1.5*z);
+ Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-1.5);
Actor p = Spawn("SuperShockBeam",origin);
p.angle = angle;
p.pitch = BulletSlope();
@@ -1287,9 +1280,7 @@ Class EnhancedShockRifle : UTWeapon
UTMainHandler.DoFlash(self,Color(128,255,128,0),1);
A_AlertMonsters();
A_QuakeEx(3,3,3,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15);
- Vector3 x, y, z;
- [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-1.5*z);
+ Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-1.5);
Actor p = Spawn("SuperShockBall",origin);
p.angle = angle;
p.pitch = BulletSlope();
@@ -1334,6 +1325,7 @@ Class EnhancedShockRifle : UTWeapon
Weapon.AmmoGive 50;
UTWeapon.DropAmmo 5;
UTWeapon.NameColor "80 00 FF";
+ UTWeapon.BobDamping .4;
+WEAPON.AMMO_OPTIONAL;
+WEAPON.ALT_AMMO_OPTIONAL;
+WEAPON.CHEATNOTWEAPON;
diff --git a/zscript/sniperrifle.zsc b/zscript/sniperrifle.zsc
index ea2578a..c3e6ad3 100644
--- a/zscript/sniperrifle.zsc
+++ b/zscript/sniperrifle.zsc
@@ -95,9 +95,10 @@ Class SniperRifle : UTWeapon
let l = Spawn("SniperLight",pos);
l.target = self;
Vector3 x, y, z;
- [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
- if ( !zoomed ) origin = level.Vec3Offset(origin,y*4-z*2);
+ [x, y, z] = dt_Utility.GetPlayerAxes(self);
+ Vector3 origin;
+ if ( zoomed ) origin = dt_Utility.GetFireOffset(self,10,0,0);
+ else origin = dt_Utility.GetFireOffset(self,10,4,-2);
FLineTraceData d;
double pt = BulletSlope();
LineTrace(angle,10000,pt,TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
@@ -189,6 +190,7 @@ Class SniperRifle : UTWeapon
Weapon.Kickback 250;
UTWeapon.DropAmmo 2;
UTWeapon.NameColor "00 00 FF";
+ UTWeapon.BobDamping .35;
+NOEXTREMEDEATH;
}
States
diff --git a/zscript/translocator.zsc b/zscript/translocator.zsc
index 2da63ab..7e507e0 100644
--- a/zscript/translocator.zsc
+++ b/zscript/translocator.zsc
@@ -323,7 +323,7 @@ Class TranslocatorAfterimage : Actor
angle = target.angle-90;
roll = -90;
Vector3 x, y, z;
- [x, y, z] = dt_CoordUtil.GetAxes(0,angle,roll);
+ [x, y, z] = dt_Utility.GetAxes(angle,0,roll);
int lump = Wads.CheckNumForFullname("models/TeleSoldier_a.3d");
String anivfile = Wads.ReadLump(lump);
int numframes = anivfile.ByteAt(0);
@@ -384,7 +384,11 @@ Class Translocator : UTWeapon
override int, int, bool, bool GetClipAmount()
{
- if ( !flak_transloc2k4 ) return Super.GetClipAmount();
+ if ( !flak_transloc2k4 )
+ {
+ let [foo, bar, baz, qux] = Super.GetClipAmount();
+ return foo, bar, baz, qux;
+ }
return (ammocharge>0)?int(ammocharge*9.9):-1, -1, false, false;
}
@@ -416,9 +420,7 @@ Class Translocator : UTWeapon
A_StartSound("transloc/throw",CHAN_WEAPON);
invoker.FireEffect();
A_AlertMonsters();
- Vector3 x, y, z;
- [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-8*y-12*z);
+ Vector3 origin = dt_Utility.GetFireOffset(self,10,-8,-12);
let p = Spawn("TranslocatorModule",origin);
p.target = self;
p.angle = angle;
@@ -591,9 +593,7 @@ Class OldTranslocator : Translocator
A_StartSound("transloc/throw",CHAN_WEAPON);
invoker.FireEffect();
A_AlertMonsters();
- Vector3 x, y, z;
- [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
- Vector3 origin = (pos.x,pos.y,player.viewz)+15.0*x-10.0*y-4.0*z;
+ Vector3 origin = dt_Utility.GetFireOffset(self,10,-10,-4);
let p = Spawn("OldTranslocatorModule",origin);
p.target = self;
p.angle = angle;
diff --git a/zscript/utcommon.zsc b/zscript/utcommon.zsc
index a09b272..9f34ec1 100644
--- a/zscript/utcommon.zsc
+++ b/zscript/utcommon.zsc
@@ -83,6 +83,9 @@ Class UTPlayer : DoomPlayer
VOICE_Boss
};
+ double bobtime, oldbobtime, oldbob;
+ Vector3 oldwalkbob, walkbob;
+
const groundspeed = 400.;
const swimspeed = 200.;
const baseaccelrate = 2048.;
@@ -103,7 +106,7 @@ Class UTPlayer : DoomPlayer
Player.StartItem "ImpactHammer";
Player.StartItem "MiniAmmo", 30;
Player.DamageScreenColor "FF 00 00";
- Player.ViewHeight 46;
+ Player.ViewHeight 44;
Player.GruntSpeed 20;
Player.Portrait "TNT1A0";
+NOMENU;
@@ -302,9 +305,9 @@ Class UTPlayer : DoomPlayer
if ( InStateSequence(CurState,FindState("See",true)) )
SetStateLabel("See2");
if ( !player || (player.mo != self) ) return;
- if ( (waterlevel >= 2) && (lastwaterlevel < 2) )
+ if ( waterlevel && !lastwaterlevel )
PlaySplash(1.);
- else if ( (waterlevel < 2) && (lastwaterlevel >= 2) )
+ else if ( !waterlevel && lastwaterlevel )
PlaySurface();
if ( (waterlevel >= 3) && !underwatersnd )
{
@@ -353,87 +356,97 @@ Class UTPlayer : DoomPlayer
return 734.2969*fin*fin-1485.0868*fin+750.7899;
}
+ virtual clearscope Vector3 GetWeaponBob( double ticfrac )
+ {
+ Vector3 bob = (oldwalkbob*(1.-ticfrac)+walkbob*ticfrac);
+ double bobdamping = .95;
+ if ( player.ReadyWeapon is 'UTWeapon' )
+ bobdamping = UTWeapon(player.ReadyWeapon).bobdamping;
+ Vector3 weaponbob = bobdamping*bob;
+ return weaponbob;
+ }
+
+ override Vector3, Vector3 BobWeapon3D( double ticfrac )
+ {
+ Quat r = Quat.FromAngles(angle,pitch,roll);
+ r.xyz = -r.xyz;
+ Vector3 bob = r*GetWeaponBob(ticfrac);
+ return (bob.y,bob.z,bob.x), (0,0,0);
+ }
+
+ // we can't reproduce this 1:1 with unreal due to some math quirks between engines
+ virtual void CheckBob( double bob )
+ {
+ oldbobtime = bobtime;
+ double vel2d = vel.xy.length();
+ Vector3 x, y, z;
+ [x, y, z] = dt_Utility.GetPlayerAxes(self);
+ if ( vel2d < .25 ) bobtime += .2/GameTicRate;
+ else bobtime += (.3+.7*(vel2d/5.))/GameTicRate;
+ oldwalkbob = walkbob;
+ walkbob = y*sin(bobtime*180.)*bob*.2;
+ walkbob.z = sin(bobtime*360.)*bob*.15;
+ walkbob *= clamp(viewbob,0.,1.5);
+ SetViewPos(walkbob,VPSF_ABSOLUTEOFFSET);
+ }
+
override void CalcHeight()
{
- if ( !flak_utmovement || !player || (player.mo != self) )
+ if ( !player || (player.mo != self) )
{
Super.CalcHeight();
return;
}
- double angle, bob;
- bool still = false;
- // no bobbing while:
- // - using noclip2 (equivalent to unreal's ghost cheat)
- // - flying
- // - swimming
- // - falling
- if ( !bNoGravity && player.onground && (waterlevel < 2) )
- {
- player.bob = player.Vel dot player.Vel;
- if ( player.bob == 0 ) still = true;
- else
- {
- player.bob *= player.GetMoveBob();
- if ( player.bob > MAXBOB ) player.bob = MAXBOB;
- }
- }
+ double defviewh = viewheight+player.crouchviewdelta;
+ oldbob = player.bob;
+ if ( bFlyCheat || (player.cheats&CF_NOCLIP2) )
+ player.bob = 0.;
else
- {
- // this still doesn't help because fly bob is hardcoded
- player.bob = 0;
- }
- double defaultviewheight = ViewHeight+player.crouchviewdelta;
+ player.bob = min((player.vel dot player.vel)*player.GetMoveBob(),MAXBOB);
if ( player.cheats&CF_NOVELOCITY )
{
- player.viewz = pos.z+defaultviewheight;
- if ( player.viewz > ceilingz-4 ) player.viewz = ceilingz-4;
+ player.viewz = pos.z+defviewh;
+ if ( player.viewz > ceilingz-4 )
+ player.viewz = ceilingz-4;
+ oldwalkbob = walkbob = (0,0,0);
+ SetViewPos((0,0,0),VPSF_ABSOLUTEOFFSET);
return;
}
- if ( still )
- {
- if ( player.health > 0 )
- {
- angle = Level.maptime/(120*TICRATE/35.)*360.;
- bob = player.GetStillBob()*sin(angle);
- }
- else bob = 0;
- }
- else
- {
- angle = Level.maptime/(20*TICRATE/35.)*360.;
- bob = player.bob*sin(angle)*((waterlevel>1)?0.25:0.5);
- }
- // move viewheight
+ // adjust viewheight
if ( player.playerstate == PST_LIVE )
{
player.viewheight += player.deltaviewheight;
- if ( player.viewheight > defaultviewheight )
+ if ( player.viewheight > defviewh )
{
- player.viewheight = defaultviewheight;
- player.deltaviewheight = 0;
+ player.viewheight = defviewh;
+ player.deltaviewheight = 0.;
}
- else if ( player.viewheight < (defaultviewheight/2) )
+ else if ( player.viewheight < (defviewh/2.) )
{
- player.viewheight = defaultviewheight/2;
- if ( player.deltaviewheight <= 0 )
- player.deltaviewheight = 1/65536.;
+ player.viewheight = defviewh/2.;
+ if ( player.deltaviewheight <= 0. )
+ player.deltaviewheight = 1./65536.;
}
if ( player.deltaviewheight )
{
- player.deltaviewheight += 0.25;
+ player.deltaviewheight += .25;
if ( !player.deltaviewheight )
- player.deltaviewheight = 1/65536.;
+ player.deltaviewheight = 1./65536.;
}
}
- if ( player.morphTics ) bob = 0;
- player.viewz = pos.z+player.viewheight+(bob*clamp(ViewBob,0.,1.5)); // [SP] Allow DECORATE changes to view bobbing speed.
+ // apply bobbing
+ CheckBob(player.morphtics?0.:player.bob);
+ // set up viewz
+ player.viewz = pos.z+player.viewheight;
// handle smooth step down (hacky but looks ok)
player.viewz += ssup;
- ssup = max(0,(ssup*0.7)-0.25);
+ ssup = max(0,(ssup*.7)-.25);
if ( floorclip && (player.playerstate != PST_DEAD) && (pos.z <= floorz) )
- player.viewz -= Floorclip;
- if ( player.viewz > ceilingz-4 ) player.viewz = ceilingz-4;
- if ( player.viewz < floorz+4 ) player.viewz = floorz+4;
+ player.viewz -= floorclip;
+ if ( player.viewz > ceilingz-4 )
+ player.viewz = ceilingz-4;
+ if ( player.viewz < floorz+4 )
+ player.viewz = floorz+4;
}
override void MovePlayer()
@@ -509,7 +522,80 @@ Class UTPlayer : DoomPlayer
}
}
last_sm = sm;
- if ( !bNoGravity && player.onground && (waterlevel < 3) )
+ if ( (bFly && bFlyCheat) || (player.cheats&CF_NOCLIP2) )
+ {
+ // fly cheat has infinite friction (player stops moving when movement keys are released)
+ Vector3 dir = (0,0,0);
+ if ( vel.length() > double.epsilon ) dir = vel.unit();
+ Vector3 x, y;
+ [x, y] = dt_Utility.GetAxes(angle,pitch,0);
+ acceleration3 = x*player.cmd.forwardmove+y*player.cmd.sidemove;
+ if ( player.cmd.buttons&BT_JUMP ) acceleration3.z = 0x500;
+ else if ( player.cmd.buttons&BT_CROUCH ) acceleration3.z = -0x500;
+ if ( acceleration3.length() <= double.epsilon ) vel *= 0;
+ else
+ {
+ Vector3 acceldir = acceleration3.unit();
+ acceleration3 = acceldir*Min(acceleration3.length(),accelrate/TICRATE);
+ vel = vel-(dir-acceldir)*vel.length();
+ }
+ vel = vel+acceleration3/TICRATE;
+ double maxvel;
+ if ( flak_doomspeed ) maxvel = groundspeed_doomish/TICRATE;
+ else maxvel = groundspeed/TICRATE;
+ maxvel *= fs;
+ if ( vel.length() > maxvel ) vel = vel.unit()*maxvel;
+ player.vel *= .8;
+ player.jumptics = -2;
+ if ( !(player.cheats & CF_PREDICTING) ) PlayIdle();
+ }
+ else if ( (waterlevel || bNoGravity) && !player.GetClassicFlight() )
+ {
+ // swimming is pretty much like ground movement, but with much reduced friction and lower speed
+ friction *= fluidfriction/groundfriction;
+ Vector3 dir = (0,0,0);
+ if ( vel.length() > double.epsilon ) dir = vel.unit();
+ double doomfriction = clamp(GetFriction()/ORIG_FRICTION,0.0,1.0);
+ Vector3 x, y;
+ [x, y] = dt_Utility.GetAxes(angle,pitch,0);
+ acceleration3 = x*player.cmd.forwardmove+y*player.cmd.sidemove;
+ if ( player.cmd.buttons&BT_JUMP ) acceleration3.z = 0x500;
+ else if ( player.cmd.buttons&BT_CROUCH ) acceleration3.z = -0x500;
+ if ( acceleration3.length() <= double.epsilon )
+ {
+ Vector3 oldvel = vel;
+ vel = vel-(2*dir)*vel.length()*friction/TICRATE;
+ if ( oldvel dot vel < 0.0 ) vel *= 0;
+ }
+ else
+ {
+ Vector3 acceldir = acceleration3.unit();
+ acceleration3 = acceldir*Min(acceleration3.length(),accelrate/TICRATE);
+ vel = vel-(dir-acceldir)*vel.length()*friction/TICRATE;
+ }
+ vel = vel+acceleration3/TICRATE;
+ double maxvel;
+ if ( bNoGravity ) // flying uses ground speed
+ {
+ if ( flak_doomspeed ) maxvel = groundspeed_doomish/TICRATE;
+ else maxvel = groundspeed/TICRATE;
+ }
+ else
+ {
+ if ( flak_doomspeed ) maxvel = swimspeed_doomish/TICRATE;
+ else maxvel = swimspeed/TICRATE;
+ }
+ maxvel *= fs*doomfriction;
+ if ( vel.length() > maxvel ) vel = vel.unit()*maxvel;
+ player.vel = player.vel*.8+vel.xy*.2;
+ player.jumptics = -2;
+ if ( !(player.cheats & CF_PREDICTING) )
+ {
+ if ( acceleration3.length() <= double.epsilon ) PlayIdle();
+ else PlayRunning();
+ }
+ }
+ else if ( player.onground )
{
if ( flak_tapdodge && (dodge.length() > 0) && !tempslide )
{
@@ -533,7 +619,7 @@ Class UTPlayer : DoomPlayer
player.cheats &= ~CF_REVERTPLEASE;
player.camera = player.mo;
}
- player.vel *= 0;
+ player.vel *= .8;
player.jumptics = -2;
}
else
@@ -569,11 +655,11 @@ Class UTPlayer : DoomPlayer
if ( acceleration.length() <= double.epsilon ) PlayIdle();
else PlayRunning();
}
- if ( tempslide ) player.vel *= 0;
- else player.vel = vel.xy;
+ if ( tempslide ) player.vel *= .8;
+ else player.vel = player.vel*.8+vel.xy*.2;
}
}
- else if ( !bNoGravity && (waterlevel < 1) )
+ else
{
// air acceleration when falling
float maxaccel = accelrate/TICRATE;
@@ -600,83 +686,10 @@ Class UTPlayer : DoomPlayer
}
else vel.xy = vel.xy+acceleration/TICRATE;
if ( vel.length() > terminalvelocity/TICRATE ) vel = vel.unit()*(terminalvelocity/TICRATE);
- player.vel *= 0;
+ player.vel *= .8;
player.jumptics = -2;
if ( !(player.cheats & CF_PREDICTING) ) PlayIdle();
}
- else if ( (bFly && bFlyCheat) || (player.cheats&CF_NOCLIP2) )
- {
- // fly cheat has infinite friction (player stops moving when movement keys are released)
- Vector3 dir = (0,0,0);
- if ( vel.length() > double.epsilon ) dir = vel.unit();
- Vector3 x, y;
- [x, y] = dt_CoordUtil.GetAxes(pitch,angle,0);
- acceleration3 = x*player.cmd.forwardmove+y*player.cmd.sidemove;
- if ( player.cmd.buttons&BT_JUMP ) acceleration3.z = 0x500;
- else if ( player.cmd.buttons&BT_CROUCH ) acceleration3.z = -0x500;
- if ( acceleration3.length() <= double.epsilon ) vel *= 0;
- else
- {
- Vector3 acceldir = acceleration3.unit();
- acceleration3 = acceldir*Min(acceleration3.length(),accelrate/TICRATE);
- vel = vel-(dir-acceldir)*vel.length();
- }
- vel = vel+acceleration3/TICRATE;
- double maxvel;
- if ( flak_doomspeed ) maxvel = groundspeed_doomish/TICRATE;
- else maxvel = groundspeed/TICRATE;
- maxvel *= fs;
- if ( vel.length() > maxvel ) vel = vel.unit()*maxvel;
- player.vel *= 0;
- player.jumptics = -2;
- if ( !(player.cheats & CF_PREDICTING) ) PlayIdle();
- }
- else
- {
- // swimming is pretty much like ground movement, but with much reduced friction and lower speed
- friction *= fluidfriction/groundfriction;
- Vector3 dir = (0,0,0);
- if ( vel.length() > double.epsilon ) dir = vel.unit();
- double doomfriction = clamp(GetFriction()/ORIG_FRICTION,0.0,1.0);
- Vector3 x, y;
- [x, y] = dt_CoordUtil.GetAxes(pitch,angle,0);
- acceleration3 = x*player.cmd.forwardmove+y*player.cmd.sidemove;
- if ( player.cmd.buttons&BT_JUMP ) acceleration3.z = 0x500;
- else if ( player.cmd.buttons&BT_CROUCH ) acceleration3.z = -0x500;
- if ( acceleration3.length() <= double.epsilon )
- {
- Vector3 oldvel = vel;
- vel = vel-(2*dir)*vel.length()*friction/TICRATE;
- if ( oldvel dot vel < 0.0 ) vel *= 0;
- }
- else
- {
- Vector3 acceldir = acceleration3.unit();
- acceleration3 = acceldir*Min(acceleration3.length(),accelrate/TICRATE);
- vel = vel-(dir-acceldir)*vel.length()*friction/TICRATE;
- }
- vel = vel+acceleration3/TICRATE;
- double maxvel;
- if ( waterlevel < 2 ) // flying uses ground speed
- {
- if ( flak_doomspeed ) maxvel = groundspeed_doomish/TICRATE;
- else maxvel = groundspeed/TICRATE;
- }
- else
- {
- if ( flak_doomspeed ) maxvel = swimspeed_doomish/TICRATE;
- else maxvel = swimspeed/TICRATE;
- }
- maxvel *= fs*doomfriction;
- if ( vel.length() > maxvel ) vel = vel.unit()*maxvel;
- player.vel = vel.xy;
- player.jumptics = -2;
- if ( !(player.cheats & CF_PREDICTING) )
- {
- if ( acceleration3.length() <= double.epsilon ) PlayIdle();
- else PlayRunning();
- }
- }
if ( player.cheats & CF_REVERTPLEASE )
{
player.cheats &= ~CF_REVERTPLEASE;
@@ -752,40 +765,7 @@ Class UTPlayer : DoomPlayer
return;
// unreal physics while dead
double friction = FrictionToUnreal();
- if ( !bNoGravity && player.onground && (waterlevel < 3) )
- {
- // Hook in Unreal physics
- Vector2 dir = (0,0);
- if ( vel.xy.length() > double.epsilon ) dir = vel.xy.unit();
- double doomfriction = clamp(GetFriction()/ORIG_FRICTION,0.0,1.0);
- Vector2 oldvel = vel.xy;
- vel.xy = vel.xy - (2 * dir) * vel.xy.length() * friction/TICRATE;
- if ( oldvel dot vel.xy < 0.0 ) vel.xy *= 0;
- double maxvel;
- if ( flak_doomspeed ) maxvel = groundspeed_doomish/TICRATE;
- else maxvel = groundspeed/TICRATE;
- maxvel *= doomfriction;
- if ( vel.xy.length() > maxvel ) vel.xy = vel.xy.unit()*maxvel;
- player.vel *= 0;
- }
- else if ( !bNoGravity && (waterlevel < 1) )
- {
- // air acceleration when falling
- Vector2 dir = (0,0);
- if ( vel.xy.length() > double.epsilon ) dir = vel.xy.unit();
- double maxvel;
- if ( flak_doomspeed ) maxvel = groundspeed_doomish/TICRATE;
- else maxvel = groundspeed/TICRATE;
- // if new velocity is higher than ground speed, steer but don't increase it
- if ( vel.xy.length() > maxvel )
- {
- double vsiz = vel.xy.length();
- vel.xy = vel.xy.unit()*vsiz;
- }
- if ( vel.length() > terminalvelocity/TICRATE ) vel = vel.unit()*(terminalvelocity/TICRATE);
- player.vel *= 0;
- }
- else
+ if ( waterlevel )
{
// swimming is pretty much like ground movement, but with much reduced friction and lower speed
friction *= fluidfriction/groundfriction;
@@ -802,6 +782,61 @@ Class UTPlayer : DoomPlayer
if ( vel.length() > maxvel ) vel = vel.unit()*maxvel;
player.vel *= 0;
}
+ else if ( player.onground )
+ {
+ // Hook in Unreal physics
+ Vector2 dir = (0,0);
+ if ( vel.xy.length() > double.epsilon ) dir = vel.xy.unit();
+ double doomfriction = clamp(GetFriction()/ORIG_FRICTION,0.0,1.0);
+ Vector2 oldvel = vel.xy;
+ vel.xy = vel.xy - (2 * dir) * vel.xy.length() * friction/TICRATE;
+ if ( oldvel dot vel.xy < 0.0 ) vel.xy *= 0;
+ double maxvel;
+ if ( flak_doomspeed ) maxvel = groundspeed_doomish/TICRATE;
+ else maxvel = groundspeed/TICRATE;
+ maxvel *= doomfriction;
+ if ( vel.xy.length() > maxvel ) vel.xy = vel.xy.unit()*maxvel;
+ player.vel *= 0;
+ }
+ else
+ {
+ // air acceleration when falling
+ Vector2 dir = (0,0);
+ if ( vel.xy.length() > double.epsilon ) dir = vel.xy.unit();
+ double maxvel;
+ if ( flak_doomspeed ) maxvel = groundspeed_doomish/TICRATE;
+ else maxvel = groundspeed/TICRATE;
+ // if new velocity is higher than ground speed, steer but don't increase it
+ if ( vel.xy.length() > maxvel )
+ {
+ double vsiz = vel.xy.length();
+ vel.xy = vel.xy.unit()*vsiz;
+ }
+ if ( vel.length() > terminalvelocity/TICRATE ) vel = vel.unit()*(terminalvelocity/TICRATE);
+ player.vel *= 0;
+ }
+ }
+
+ // backported from DEMOLITIONIST, needed to fix quirks in swimming behavior
+ override void FallAndSink( double grav, double oldfloorz )
+ {
+ if ( !flak_utmovement || !player || (player.mo != self) || (player.cheats&(CF_FROZEN|CF_TOTALLYFROZEN)) )
+ {
+ Super.FallAndSink(grav,oldfloorz);
+ return;
+ }
+ // do nothing if standing on ground or "floating"
+ if ( player.onground || bNOGRAVITY ) return;
+ // ensure we don't pass terminal velocity just from falling
+ if ( vel.z < -50 ) return;
+ // we don't care about "the doom way" here, gravity is
+ // ALWAYS in effect when not standing on solid ground
+ if ( waterlevel > 1 )
+ {
+ // UT buoyancy, reduces gravity in water by 99%
+ grav *= .01;
+ }
+ vel.z -= grav;
}
virtual void PlayFootstep( double vol )
@@ -958,7 +993,7 @@ Class UTPlayer : DoomPlayer
|| InStateSequence(CurState,FindState("Turn")) )
SetStateLabel("See2");
}
- else if ( !bNoGravity && (waterlevel < 1) && abs(pos.z-floorz) > maxstepheight )
+ else if ( !bNoGravity && (waterlevel < 1) && (abs(pos.z-floorz) > maxstepheight) )
{
// Falling
if ( InStateSequence(CurState,FindState("Spawn"))
@@ -1877,9 +1912,11 @@ Class UTWeapon : Weapon
bool bExtraPickup;
transient int lastnoammotic;
Color NameColor;
+ double bobdamping;
Property DropAmmo: DropAmmo;
Property NameColor: NameColor;
+ Property BobDamping: BobDamping;
// Drawstuffs under HUD
virtual ui void PreRender( double lbottom ) {}
@@ -2025,7 +2062,7 @@ Class UTWeapon : Weapon
Vector2 hofs = RotateVector((dropper.radius,0),dropper.angle);
SetOrigin(dropper.Vec3Offset(hofs.x,hofs.y,dropper.height*0.5),false);
Vector3 x, y, z;
- [x, y, z] = dt_CoordUtil.GetAxes(dropper.pitch,dropper.angle,dropper.roll);
+ [x, y, z] = dt_Utility.GetPlayerAxes(dropper);
vel = x*12.0;
vel.z += 4.0;
angle = dropper.angle;
@@ -2056,6 +2093,7 @@ Class UTWeapon : Weapon
Weapon.BobRangeY 0.4;
Weapon.YAdjust 0;
UTWeapon.NameColor "FF FF FF";
+ UTWeapon.BobDamping .96;
+WEAPON.NOALERT;
}
}
@@ -2214,9 +2252,7 @@ Class UTViewSpark : UTSpark
Destroy();
return;
}
- Vector3 x, y, z;
- [x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll);
- Vector3 origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),x*ofs.x+y*ofs.y+z*ofs.z);
+ Vector3 origin = dt_Utility.GetFireOffset(target,ofs.x,ofs.y,ofs.z);
SetOrigin(origin,true);
bInvisible = (players[consoleplayer].camera != target);
if ( isFrozen() ) return;
@@ -2461,9 +2497,7 @@ Class UTViewSmoke : UTSmoke
Destroy();
return;
}
- Vector3 x, y, z;
- [x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll);
- Vector3 origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),x*ofs.x+y*ofs.y+z*ofs.z);
+ Vector3 origin = dt_Utility.GetFireOffset(target,ofs.x,ofs.y,ofs.z);
SetOrigin(origin,true);
bInvisible = (players[consoleplayer].camera != target);
if ( isFrozen() ) return;
@@ -2778,7 +2812,7 @@ Class UTParticleMesh : Actor
pz[i] = az/4194304.;
}
Vector3 x, y, z;
- [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
+ [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
for ( int i=0; i