diff --git a/LICENSE.txt b/LICENSE.txt deleted file mode 100644 index 41944d6..0000000 --- a/LICENSE.txt +++ /dev/null @@ -1,19 +0,0 @@ -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 2f8b26c..b1223e4 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 4.11 or later. +This mod requires GZDoom 4.9 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? @@ -51,7 +51,6 @@ 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 @@ -70,7 +69,7 @@ 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 4.11) + - Third person weapon models (all players currently look like they're holding a Quadshot, features for this are not in 4.9) - Additional player classes (Skaarj Hybrid, Nali, War Cow), including those that use skeletal models (Xan Mk2, War Boss) - Relics diff --git a/brightmaps/220/Judamage1.png b/brightmaps/220/Judamage1.png index 12d2a9b..dde37a1 100644 Binary files a/brightmaps/220/Judamage1.png and b/brightmaps/220/Judamage1.png differ diff --git a/brightmaps/220/Jwarhead4.png b/brightmaps/220/Jwarhead4.png index 0dcd545..e20e37d 100644 Binary files a/brightmaps/220/Jwarhead4.png and b/brightmaps/220/Jwarhead4.png differ diff --git a/brightmaps/220/Jwhpick1.png b/brightmaps/220/Jwhpick1.png index 4d37109..b63b451 100644 Binary files a/brightmaps/220/Jwhpick1.png and b/brightmaps/220/Jwhpick1.png differ diff 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f13d89d..c27ff94 100644 Binary files a/graphics/redeemer/wh1.png and b/graphics/redeemer/wh1.png differ diff --git a/graphics/redeemer/wh3.png b/graphics/redeemer/wh3.png index c628780..f42e026 100644 Binary files a/graphics/redeemer/wh3.png and b/graphics/redeemer/wh3.png differ diff --git a/graphics/redeemer/wh5.png b/graphics/redeemer/wh5.png index 31bab90..679a0da 100644 Binary files a/graphics/redeemer/wh5.png and b/graphics/redeemer/wh5.png differ diff --git a/graphics/redeemer/wh6.png b/graphics/redeemer/wh6.png index 82d7cab..c58cc81 100644 Binary files a/graphics/redeemer/wh6.png and b/graphics/redeemer/wh6.png differ diff --git a/graphics/redeemer/wh7.png b/graphics/redeemer/wh7.png index 7a438ac..9da30e9 100644 Binary files a/graphics/redeemer/wh7.png and b/graphics/redeemer/wh7.png differ diff --git a/graphics/redeemer/wh8.png b/graphics/redeemer/wh8.png index 7ec2b8b..9815ad3 100644 Binary files a/graphics/redeemer/wh8.png and b/graphics/redeemer/wh8.png differ diff --git a/graphics/redeemer/wh9.png b/graphics/redeemer/wh9.png index e419848..b3a1f3c 100644 Binary files a/graphics/redeemer/wh9.png and b/graphics/redeemer/wh9.png differ diff --git a/modeldef.boss b/modeldef.boss index d482487..08ee76b 100644 --- a/modeldef.boss +++ b/modeldef.boss @@ -8,11 +8,10 @@ Model "UTPlayerTBoss" SurfaceSkin 0 3 "Boss/boss4.png" SurfaceSkin 0 5 "GunPick1.png" Scale 0.23 0.23 0.23 - Offset 0 -5 24 + Offset 0 -5 29 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 00d7095..1594976 100644 --- a/modeldef.chainsaw +++ b/modeldef.chainsaw @@ -14,10 +14,9 @@ Model "UTChainsaw" Path "models" Model 1 "ChainSawPick_d.3d" Skin 1 "JChainSawPick1.png" - Offset -10.5 -0.7 5 + Offset -10.5 -0.7 6 Scale 0.14 0.14 0.14 RollOffset -90 - CORRECTPIXELSTRETCH FrameIndex CSWP B 1 0 @@ -106,4 +105,4 @@ 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 cefdc5c..e8e6ab6 100644 --- a/modeldef.commando +++ b/modeldef.commando @@ -8,11 +8,10 @@ Model "UTPlayerTMale1" SurfaceSkin 0 3 "Commando/cmdo4.png" SurfaceSkin 0 5 "GunPick1.png" Scale 0.23 0.23 0.23 - Offset 0 -5 24 + Offset 0 -5 29 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 661f9b2..7e0de22 100644 --- a/modeldef.eightball +++ b/modeldef.eightball @@ -5,8 +5,7 @@ Model "UTRocketAmmo" Skin 0 "JRocketPack1.png" Scale 0.072 0.072 0.072 RollOffset -90 - ZOffset 6 - CORRECTPIXELSTRETCH + ZOffset 7 FrameIndex RPAK A 0 0 } @@ -16,10 +15,9 @@ Model "UTRocketAmmo2" Path "models" Model 0 "UTRocket_d.3d" Skin 0 "JuRocket1_.png" - Offset 0 1.233 5 + Offset 0 1.233 6 Scale 0.0822 0.0822 0.0822 RollOffset -90 - CORRECTPIXELSTRETCH FrameIndex RCKT A 0 0 } @@ -33,7 +31,6 @@ Model "UTGrenade" Scale 0.0822 0.0822 0.0822 USEACTORPITCH USEACTORROLL - CORRECTPIXELSTRETCH AngleOffset 90 FrameIndex RCKT A 0 0 @@ -47,7 +44,6 @@ 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 8c33717..87c6891 100644 --- a/modeldef.enforcer +++ b/modeldef.enforcer @@ -19,8 +19,7 @@ Model "EnforcerMag" USEACTORPITCH USEACTORROLL USEROTATIONCENTER - CORRECTPIXELSTRETCH - Rotation-Center 0 0 .5 + Rotation-Center 0 0 1 FrameIndex PCAS A 0 0 } @@ -37,8 +36,7 @@ Model "UTCasing" USEACTORPITCH USEACTORROLL USEROTATIONCENTER - CORRECTPIXELSTRETCH - Rotation-Center 0 0 .5 + Rotation-Center 0 0 1 FrameIndex PCAS A 0 0 } @@ -52,7 +50,6 @@ 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 4c180e2..d53557e 100644 --- a/modeldef.fcommando +++ b/modeldef.fcommando @@ -7,11 +7,10 @@ Model "UTPlayerTFemale1" SurfaceSkin 0 2 "FCommando/cmdo4.png" SurfaceSkin 0 4 "GunPick1.png" Scale 0.23 0.23 0.23 - Offset -2.5 3 30 + Offset -2.5 3 36 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 043169d..17d775d 100644 --- a/modeldef.flak +++ b/modeldef.flak @@ -30,7 +30,6 @@ Model "FlakSlug" AngleOffset 180 PitchOffset 90 USEACTORPITCH - CORRECTPIXELSTRETCH FrameIndex FSLG A 0 0 } @@ -44,8 +43,7 @@ Model "FlakChunk" USEACTORPITCH USEACTORROLL USEROTATIONCENTER - CORRECTPIXELSTRETCH - Rotation-Center 0 0 1 + Rotation-Center 0 0 2 Skin 0 "chunk_a00.png" FrameIndex FCH1 A 0 0 @@ -82,8 +80,7 @@ Model "FlakChunk" USEACTORPITCH USEACTORROLL USEROTATIONCENTER - CORRECTPIXELSTRETCH - Rotation-Center 0 0 1 + Rotation-Center 0 0 2 Skin 1 "chunk_a00.png" FrameIndex FCH2 A 1 0 @@ -120,8 +117,7 @@ Model "FlakChunk" USEACTORPITCH USEACTORROLL USEROTATIONCENTER - CORRECTPIXELSTRETCH - Rotation-Center 0 0 1 + Rotation-Center 0 0 2 Skin 2 "chunk_a00.png" FrameIndex FCH3 A 2 0 @@ -158,8 +154,7 @@ Model "FlakChunk" USEACTORPITCH USEACTORROLL USEROTATIONCENTER - CORRECTPIXELSTRETCH - Rotation-Center 0 0 1 + Rotation-Center 0 0 2 Skin 3 "chunk_a00.png" FrameIndex FCH4 A 3 0 @@ -198,8 +193,7 @@ Model "FlakMag" USEACTORPITCH USEACTORROLL USEROTATIONCENTER - CORRECTPIXELSTRETCH - Rotation-Center 0 0 .5 + Rotation-Center 0 0 1 FrameIndex PCAS A 0 0 } diff --git a/modeldef.ges b/modeldef.ges index 8c3dbf5..958be9a 100644 --- a/modeldef.ges +++ b/modeldef.ges @@ -6,8 +6,7 @@ Model "BioAmmo" Scale 0.08 0.08 0.08 PitchOffset 180 RollOffset 90 - CORRECTPIXELSTRETCH - ZOffset 3 + ZOffset 4 FrameIndex BIOA A 0 0 } @@ -19,8 +18,7 @@ Model "BioAmmo2" Scale 0.08 0.08 0.08 PitchOffset 180 RollOffset 90 - CORRECTPIXELSTRETCH - ZOffset 3 + ZOffset 4 FrameIndex BIOA A 0 0 } diff --git a/modeldef.impact b/modeldef.impact index 1fa4c0f..1a7507b 100644 --- a/modeldef.impact +++ b/modeldef.impact @@ -3,7 +3,6 @@ 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 @@ -88,4 +87,4 @@ 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 9dd1b6d..309a336 100644 --- a/modeldef.misc +++ b/modeldef.misc @@ -53,8 +53,7 @@ Model "UTHealthPack" SurfaceSkin 0 2 "fizzfull" Scale 0.2 0.2 0.2 RollOffset -90 - ZOffset 13 - CORRECTPIXELSTRETCH + ZOffset 16 FrameIndex HBOX A 0 0 } @@ -68,8 +67,7 @@ Model "ActHealthPack" SurfaceSkin 0 2 "fizzfull" Scale 0.2 0.2 0.2 RollOffset -90 - ZOffset 13 - CORRECTPIXELSTRETCH + ZOffset 16 FrameIndex HBOX A 0 0 } @@ -425,8 +423,7 @@ Model "UTChip" USEACTORPITCH USEACTORROLL USEROTATIONCENTER - CORRECTPIXELSTRETCH - Rotation-Center 0 0 .5 + Rotation-Center 0 0 0 ZOffset 1 FrameIndex CHIP A 0 0 @@ -506,7 +503,6 @@ Model "WaterRing" DONTCULLBACKFACES USEACTORPITCH USEACTORROLL - CORRECTPIXELSTRETCH FrameIndex RNGX A 0 0 FrameIndex RNGX B 0 1 @@ -524,7 +520,6 @@ Model "UTWaterSplash" USEACTORPITCH USEACTORROLL DONTCULLBACKFACES - CORRECTPIXELSTRETCH FrameIndex SPSH A 0 1 FrameIndex SPSH B 0 2 @@ -562,7 +557,6 @@ Model "UTWaterSplish" USEACTORPITCH USEACTORROLL DONTCULLBACKFACES - CORRECTPIXELSTRETCH FrameIndex SPSH A 0 1 FrameIndex SPSH B 0 2 @@ -601,7 +595,6 @@ Model "UTBloodSplash" USEACTORPITCH USEACTORROLL DONTCULLBACKFACES - CORRECTPIXELSTRETCH FrameIndex SPSH A 0 1 FrameIndex SPSH B 0 2 @@ -639,7 +632,6 @@ Model "UTBloodSplish" USEACTORPITCH USEACTORROLL DONTCULLBACKFACES - CORRECTPIXELSTRETCH FrameIndex SPSH A 0 1 FrameIndex SPSH B 0 2 @@ -678,7 +670,6 @@ Model "UTSlimeSplash" USEACTORPITCH USEACTORROLL DONTCULLBACKFACES - CORRECTPIXELSTRETCH FrameIndex SPSH A 0 1 FrameIndex SPSH B 0 2 @@ -716,7 +707,6 @@ Model "UTSlimeSplish" USEACTORPITCH USEACTORROLL DONTCULLBACKFACES - CORRECTPIXELSTRETCH FrameIndex SPSH A 0 1 FrameIndex SPSH B 0 2 @@ -755,7 +745,6 @@ Model "UTNukageSplash" USEACTORPITCH USEACTORROLL DONTCULLBACKFACES - CORRECTPIXELSTRETCH FrameIndex SPSH A 0 1 FrameIndex SPSH B 0 2 @@ -793,7 +782,6 @@ Model "UTNukageSplish" USEACTORPITCH USEACTORROLL DONTCULLBACKFACES - CORRECTPIXELSTRETCH FrameIndex SPSH A 0 1 FrameIndex SPSH B 0 2 @@ -832,7 +820,6 @@ Model "UTLavaSplash" USEACTORPITCH USEACTORROLL DONTCULLBACKFACES - CORRECTPIXELSTRETCH FrameIndex SPSH A 0 1 FrameIndex SPSH B 0 2 @@ -870,7 +857,6 @@ 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 07e1203..ac20b59 100644 --- a/modeldef.pulse +++ b/modeldef.pulse @@ -65,8 +65,7 @@ Model "PulseMag" USEACTORPITCH USEACTORROLL USEROTATIONCENTER - CORRECTPIXELSTRETCH - Rotation-Center 0 0 1 + Rotation-Center 0 0 2 FrameIndex PCAS A 0 0 } diff --git a/modeldef.ripper b/modeldef.ripper index 835d0c4..ea0922c 100644 --- a/modeldef.ripper +++ b/modeldef.ripper @@ -35,7 +35,6 @@ Model "Razor2" Scale 0.18 0.18 0.18 AngleOffset 90 USEACTORPITCH - CORRECTPIXELSTRETCH FrameIndex RAZB A 0 0 } @@ -51,7 +50,6 @@ Model "Razor2Trail" AngleOffset 90 USEACTORPITCH DONTCULLBACKFACES - CORRECTPIXELSTRETCH FrameIndex RAZB A 0 0 } @@ -67,7 +65,6 @@ Model "Razor2Alt" AngleOffset 90 USEACTORPITCH USEACTORROLL - CORRECTPIXELSTRETCH FrameIndex RAZB A 0 0 } @@ -160,4 +157,4 @@ 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 8360fcb..ed85712 100644 --- a/modeldef.sgirl +++ b/modeldef.sgirl @@ -8,11 +8,10 @@ Model "UTPlayerTFemale2" SurfaceSkin 0 3 "SGirl/army4.png" SurfaceSkin 0 5 "GunPick1.png" Scale 0.23 0.23 0.23 - Offset -2.5 3 30 + Offset -2.5 3 36 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 7a0a386..0e2126f 100644 --- a/modeldef.shock +++ b/modeldef.shock @@ -35,8 +35,6 @@ 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 @@ -48,8 +46,6 @@ 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 6f52e2e..bc96c7d 100644 --- a/modeldef.soldier +++ b/modeldef.soldier @@ -8,11 +8,10 @@ Model "UTPlayerTMale2" SurfaceSkin 0 3 "Soldier/sldr4.png" SurfaceSkin 0 5 "GunPick1.png" Scale 0.23 0.23 0.23 - Offset 0 -5 24 + Offset 0 -5 29 RollOffset -90 AngleOffset -90 IGNORETRANSLATION - CORRECTPIXELSTRETCH // Still FrameIndex PLAY A 0 373 FrameIndex PLAY B 0 374 @@ -318,9 +317,8 @@ Model "TranslocatorAfterimage" SurfaceSkin 0 2 "Soldier/sldr3.png" SurfaceSkin 0 3 "Soldier/sldr4.png" SurfaceSkin 0 5 "GunPick1.png" - CORRECTPIXELSTRETCH - Scale 0.23 0.23 0.23 - Offset 0 -5 24 + Scale 0.256 0.23 0.23 + Offset 0 -5 29 RollOffset -90 AngleOffset -90 FrameIndex PLAY A 0 187 diff --git a/modeldef.transloc b/modeldef.transloc index 106f78f..566961d 100644 --- a/modeldef.transloc +++ b/modeldef.transloc @@ -6,7 +6,6 @@ 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 b8b6236..dd2e017 100644 --- a/modeldef.warhead +++ b/modeldef.warhead @@ -35,8 +35,6 @@ 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 @@ -53,7 +51,6 @@ Model "WarShell" PitchOffset -90 USEACTORPITCH USEACTORROLL - CORRECTPIXELSTRETCH FrameIndex WMIS A 0 0 } @@ -67,7 +64,6 @@ Model "GuidedWarShell" PitchOffset -90 USEACTORPITCH USEACTORROLL - CORRECTPIXELSTRETCH FrameIndex WMIS A 0 0 } @@ -82,7 +78,6 @@ Model "WarShell220" PitchOffset -90 USEACTORPITCH USEACTORROLL - CORRECTPIXELSTRETCH FrameIndex WMIS A 0 0 } @@ -96,7 +91,6 @@ Model "WarShell222" PitchOffset -90 USEACTORPITCH USEACTORROLL - CORRECTPIXELSTRETCH FrameIndex WMIS A 0 0 } @@ -107,7 +101,6 @@ 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 9490837..40ed554 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 3bf2515..476d179 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 c59f366..a417049 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 09722b2..e760313 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 8715819..cd26d4e 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 dc789b9..d5dce46 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 acc49c0..7315ed3 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 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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 = .25+.2*sin(timer*8.); - 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); } 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 b9759a8..79d9330 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.),color.a); + if ( gs.x > .5 ) return vec4(min(color.rgb+vec3(bright),1.0),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 = .25+.2*sin(timer*8.); - 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); } 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 b87cde4..3e089f1 100644 --- a/shaders/glsl/AmmoLed.fp +++ b/shaders/glsl/AmmoLed.fp @@ -1,6 +1,6 @@ void SetupMaterial( inout Material mat ) { - mat.Base = vec4(texture(scrtex,vec2(vTexCoord.s,1.-vTexCoord.t)).rgb,1.); + mat.Base = texture(scrtex,vec2(vTexCoord.s,1.-vTexCoord.t)); mat.Normal = ApplyNormalMap(vTexCoord.st); mat.Bright = vec4(1.); } diff --git a/shaders/glsl/FizzDistortX.fp b/shaders/glsl/FizzDistortX.fp index 3ea0108..2cf77af 100644 --- a/shaders/glsl/FizzDistortX.fp +++ b/shaders/glsl/FizzDistortX.fp @@ -1,17 +1,17 @@ vec4 ProcessLight( vec4 color ) { - return vec4(1.); + return vec4(1.0); } vec4 ProcessTexel() { vec2 coord = vTexCoord.st; - 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.); + 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); return getTexel(coord); } diff --git a/shaders/glsl/FizzDistortXY.fp b/shaders/glsl/FizzDistortXY.fp index 73fe1df..8ecc683 100644 --- a/shaders/glsl/FizzDistortXY.fp +++ b/shaders/glsl/FizzDistortXY.fp @@ -1,18 +1,18 @@ vec4 ProcessLight( vec4 color ) { - return vec4(1.); + return vec4(1.0); } vec4 ProcessTexel() { vec2 coord = vTexCoord.st; - 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; + 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; return getTexel(coord); } diff --git a/shaders/glsl/MeshEnviroMap.fp b/shaders/glsl/MeshEnviroMap.fp index 8f95332..572c467 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*.5+.5); + return getTexel(norm.xz*0.5+0.5); } diff --git a/shaders/glsl/MeshEnviroMap_AmbientGlow.fp b/shaders/glsl/MeshEnviroMap_AmbientGlow.fp index 5b5f39b..fec7a79 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 = .25+.2*sin(timer*8.); - 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); } // 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*.5+.5); + if ( gs.x > .5 ) getTexel(norm.xz*0.5+0.5); 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*.5+.5); + return getTexel(norm.xz*0.5+0.5); } diff --git a/shaders/glsl/RedeemerView.fp b/shaders/glsl/RedeemerView.fp index 7cfa363..78c0a10 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./vec2(1920.); + vec2 px = 1.0/vec2(1920.0); 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.; + tinted /= 10.0; vec2 coord = TexCoord; - coord *= 4.; + coord *= 4.0; 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),.1); - tinted = pow(tinted,vec4(.7,1.1,1.3,1.)); - tinted *= vec4(1.2,.6,.5,1.); + 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); FragColor = tinted; } diff --git a/sprites/BUBLB0.png b/sprites/BUBLB0.png index 834fdd3..dff1885 100644 Binary files a/sprites/BUBLB0.png and b/sprites/BUBLB0.png differ diff --git a/sprites/BUBLC0.png 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without - modification, in the process of developing this project. -*/ +version "4.9" #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 new file mode 100644 index 0000000..0a04128 --- /dev/null +++ b/zscript/LGPL3.txt @@ -0,0 +1,165 @@ + 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. 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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: + + a) Accompany the combined library with a copy of the same work based + on the Library, uncombined with any other library facilities, + conveyed under the terms of this License. + + b) Give prominent notice with the combined library that part of it + 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. + + The Free Software Foundation may publish revised and/or new versions +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. + + Each version is given a distinguishing version number. If the +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. + + If the Library as you received it specifies that a proxy can decide +whether future versions of the GNU Lesser General Public License shall +apply, that proxy's public statement of acceptance of any version is +permanent authorization for you to choose that version for the +Library. diff --git a/zscript/biorifle.zsc b/zscript/biorifle.zsc index 02f780e..eae6441 100644 --- a/zscript/biorifle.zsc +++ b/zscript/biorifle.zsc @@ -722,7 +722,10 @@ 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 origin = dt_Utility.GetFireOffset(self,10,8,-5); + 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); Actor p; if ( alt ) { @@ -790,7 +793,6 @@ 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 bf3d0e2..0557e9d 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_Utility.GetPlayerAxes(self); - Vector3 origin = dt_Utility.GetFireOffset(self,10,0,-4); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-4*z); 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_Utility.GetPlayerAxes(self); - Vector3 origin = dt_Utility.GetFireOffset(self,10,0,-2); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2*z); FLineTraceData d; double ang = (angle-60)+120*invoker.sawcnt; LineTrace(ang,90,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); @@ -232,7 +232,9 @@ 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 origin = dt_Utility.GetFireOffset(self,5,1,-3); + 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); for ( int i=0; i<5; i++ ) { let s = Spawn("UTViewSmoke",origin); @@ -252,7 +254,6 @@ 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 new file mode 100644 index 0000000..f7dbd22 --- /dev/null +++ b/zscript/dt_coordutil.zsc @@ -0,0 +1,92 @@ +/* + 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 675bc8e..12245b7 100644 --- a/zscript/dt_utility.zsc +++ b/zscript/dt_utility.zsc @@ -64,88 +64,4 @@ 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 49abb0c..f6fa4cb 100644 --- a/zscript/eightball.zsc +++ b/zscript/eightball.zsc @@ -295,7 +295,7 @@ Class UTRocketLauncher : UTWeapon int locktics; bool bSingleRocket; - transient ui Canvas AmmoLed; + 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_Utility.GetPlayerAxes(self); - Vector3 origin = dt_Utility.GetFireOffset(self,10,3,-3); - [x2, y2, z2] = dt_Utility.GetPlayerAxesAutoAimed(self); + [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); 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.GetPlayerViewDir(self); - Vector3 reldir = level.Vec3Diff(dt_Utility.GetPlayerEye(self),a.Vec2OffsetZ(0,0,a.pos.z+a.height*0.5)); + 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)); double reldist = reldir.length(); if ( reldist > 2000 ) continue; if ( reldir.unit() dot viewdir < 0.99 ) continue; @@ -507,7 +507,6 @@ 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 dfd6420..bd1a112 100644 --- a/zscript/enforcer.zsc +++ b/zscript/enforcer.zsc @@ -33,7 +33,9 @@ Class EnforcerLight : DynamicLight } if ( target.player ) { - Vector3 origin = dt_Utility.GetFireOffset(target,12,0,0); + 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); SetOrigin(origin,true); } else SetOrigin(target.pos,true); @@ -231,11 +233,7 @@ Class Enforcer : UTWeapon override int, int, bool, bool GetClipAmount() { - if ( !flak_enforcerreload ) - { - let [foo, bar, baz, qux] = Super.GetClipAmount(); - return foo, bar, baz, qux; - } + if ( !flak_enforcerreload ) return Super.GetClipAmount(); if ( Amount > 1 ) return ClipOut?-1:ClipCount, SlaveClipOut?-1:SlaveClipCount, (ClipCount<5), (SlaveClipCount<5); return ClipOut?-1:ClipCount, -1, (ClipCount<5), false; } @@ -380,13 +378,13 @@ Class Enforcer : UTWeapon A_OverlayRenderstyle(-2,STYLE_Add); } Vector3 x, y, z, x2, y2, z2; - [x, y, z] = dt_Utility.GetPlayerAxes(self); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x); int ydir = slave?-1:1; - Vector3 origin; - if ( alt ) origin = dt_Utility.GetFireOffset(self,10,ydir,-3); - else origin = dt_Utility.GetFireOffset(self,10,4*ydir,-1); + if ( alt ) origin = level.Vec3Offset(origin,-z*3+ydir*y); + else origin = level.Vec3Offset(origin,-z+ydir*y*4); double a = FRandom[Enforcer](0,360), s = FRandom[Enforcer](0,alt?invoker.altaccuracy:0.004); - [x2, y2, z2] = dt_Utility.GetPlayerAxesAutoAimed(self); + [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); 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); @@ -490,7 +488,6 @@ Class Enforcer : UTWeapon Weapon.Kickback 180; UTWeapon.DropAmmo 10; UTWeapon.NameColor "C8 C8 FF"; - UTWeapon.BobDamping 1.2; Enforcer.ClipCount 20; Enforcer.SlaveClipCount 20; } @@ -510,8 +507,7 @@ Class Enforcer : UTWeapon invoker.slavedown = false; if ( !invoker.slaveactive && (CountInv("Enforcer") > 1) ) { - invoker.slavereload = false; - invoker.slaverefire = 0; + invoker.slavereload = invoker.slaverefire = 0; A_Overlay(2,"LeftReady"); } } @@ -638,8 +634,8 @@ Class Enforcer : UTWeapon UTPlayer(self).PlayReloading(); invoker.slavereload = (flak_enforcerreload&&invoker.slaveactive&&(invoker.slaveclipcount 2 ) Destroy(); } @@ -644,7 +635,7 @@ Class FlakMag : UTCasing Class FlakCannon : UTWeapon { - transient ui Canvas AmmoLed; + ui Canvas AmmoLed; ui TextureID LedFont; override void RenderOverlay( RenderEvent e ) @@ -683,11 +674,12 @@ 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; - Vector3 origin = dt_Utility.GetFireOffset(self,10,4,-3); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+4*y-3*z); A_Overlay(-2,"MuzzleFlash"); A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true); A_OverlayRenderstyle(-2,STYLE_Add); - [x, y, z] = dt_Utility.GetPlayerAxesAutoAimed(self); + [x, y, z] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); Vector3 offsets[8]; // vanilla adds these to each chunk offsets[0] = (0,0,0); offsets[1] = -z; @@ -740,8 +732,8 @@ 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_Utility.GetPlayerAxes(self); - Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-3); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-3*z); A_Overlay(-2,"MuzzleFlash"); A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true); A_OverlayRenderstyle(-2,STYLE_Add); @@ -788,7 +780,6 @@ Class FlakCannon : UTWeapon Weapon.AmmoGive 10; UTWeapon.DropAmmo 5; UTWeapon.NameColor "FF 60 00"; - UTWeapon.BobDamping .3; } States { @@ -828,8 +819,8 @@ Class FlakCannon : UTWeapon FLKF J 4 { Vector3 x, y, z, origin; - [x,y,z] = dt_Utility.GetPlayerAxes(self); - origin = dt_Utility.GetFireOffset(self,4,3,-8); + [x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*3.-z*8.); let c = Spawn("FlakMag",origin); c.angle = angle; c.pitch = pitch; diff --git a/zscript/impacthammer.zsc b/zscript/impacthammer.zsc index 300fc44..e66cb0c 100644 --- a/zscript/impacthammer.zsc +++ b/zscript/impacthammer.zsc @@ -106,7 +106,9 @@ Class ImpactHammer : UTWeapon return; } FLineTraceData d; - Vector3 origin = dt_Utility.GetFireOffset(self,10,3,-4); + Vector3 x, y, z; + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-4*z); LineTrace(angle,40,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); if ( (invoker.chargesize > 1) && (d.HitType == TRACE_HitActor) ) player.SetPSprite(PSP_WEAPON,ResolveState("Release")); @@ -119,8 +121,9 @@ Class ImpactHammer : UTWeapon A_StartSound("impact/release",CHAN_WEAPON); invoker.FireEffect(); A_AlertMonsters(gameinfo.gametype&GAME_Strife?100:0); - Vector3 x = dt_Utility.GetPlayerViewDir(self); - Vector3 origin = dt_Utility.GetFireOffset(self,10,3,-4); + 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); double realcharge = min(1.5,invoker.chargesize); FLineTraceData d; LineTrace(angle,60,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); @@ -184,8 +187,8 @@ 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_Utility.GetPlayerAxes(self); - Vector3 origin = dt_Utility.GetFireOffset(self,10,3,-4); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-4*z); FLineTraceData d; LineTrace(angle,120,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); double dscale = d.Distance/120.; @@ -247,7 +250,6 @@ 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 01f5f9b..881259a 100644 --- a/zscript/minigun.zsc +++ b/zscript/minigun.zsc @@ -74,7 +74,7 @@ Class Minigun : UTWeapon { int bcnt, tcnt; - transient ui Canvas AmmoLed; + 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_Utility.GetPlayerAxes(self); - Vector3 origin = dt_Utility.GetFireOffset(self,10,2,-2); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+y*2-z*2); double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,alt?0.05:0.02); - [x2, y2, z2] = dt_Utility.GetPlayerAxesAutoAimed(self); + [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); 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); @@ -223,7 +223,6 @@ 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 ad1dbfa..fb00ecd 100644 --- a/zscript/powerups.zsc +++ b/zscript/powerups.zsc @@ -53,7 +53,7 @@ Class DamageAmpLight : DynamicLight return; } if ( target.player ) - SetOrigin(dt_Utility.GetPlayerEye(target),true); + SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),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(dt_Utility.GetPlayerEye(target),true); + SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true); else SetOrigin(target.Vec3Offset(0,0,target.height/2),true); args[LIGHT_INTENSITY] = Random[UInvuln](10,12)*8; bDORMANT = Powerup(master).isBlinking(); @@ -575,8 +575,10 @@ Class UTVisionLight : DynamicLight Destroy(); return; } - Vector3 origin; - if ( target.player ) origin = dt_Utility.GetPlayerEye(target); + 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); 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 b9abc7b..2a7bc61 100644 --- a/zscript/pulsegun.zsc +++ b/zscript/pulsegun.zsc @@ -107,7 +107,9 @@ Class ViewPulseSpark : PulseSpark Destroy(); return; } - Vector3 origin = dt_Utility.GetFireOffset(target,ofs.x,ofs.y,ofs.z); + 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); SetOrigin(origin,true); bInvisible = (players[consoleplayer].camera != target); if ( isFrozen() ) return; @@ -534,9 +536,13 @@ Class StarterBolt : PulseBolt Destroy(); return; } - Vector3 origin; + Vector3 x, y, z, origin; bRELATIVETOFLOOR = (target.pos.z <= target.floorz); // hack, but kinda works - if ( target.player ) origin = dt_Utility.GetFireOffset(target,8,4.1,-2.7); + 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); + } else origin = target.Vec3Offset(0,0,target.missileheight); SetOrigin(origin,true); A_SetAngle(target.angle); @@ -581,7 +587,7 @@ Class PulseGun : UTWeapon Property ClipCount : clipcount; - transient ui Canvas AmmoLed; + ui Canvas AmmoLed; ui TextureID LedFont, LedBase, CountBar; int OldSkin; @@ -646,11 +652,7 @@ Class PulseGun : UTWeapon override int, int, bool, bool GetClipAmount() { - if ( !flak_pulsereload ) - { - let [foo, bar, baz, qux] = Super.GetClipAmount(); - return foo, bar, baz, qux; - } + if ( !flak_pulsereload ) return Super.GetClipAmount(); return ClipOut?-1:ClipCount, -1, (ClipCount<10), false; } @@ -675,7 +677,9 @@ Class PulseGun : UTWeapon invoker.FireEffect(); UTMainHandler.DoFlash(self,Color(32,128,255,128),1); A_AlertMonsters(); - Vector3 origin = dt_Utility.GetFireOffset(self,10,4.1,-2.7); + 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); for ( int i=0; i<4; i++ ) { let s = Spawn("UTViewSmoke",origin); @@ -739,8 +743,8 @@ Class PulseGun : UTWeapon A_OverlayRenderstyle(-2,STYLE_Add); Vector3 x, y, z; double a; - [x, y, z] = dt_Utility.GetPlayerAxes(self); - Vector3 origin = dt_Utility.GetFireOffset(self,10,3,-1.8); + [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); origin = level.Vec3Offset(origin,dt_Utility.CircleOffset(y,z,invoker.sangle,2)); invoker.sangle += 100; Actor p = Spawn("PulseBall",origin); @@ -771,7 +775,9 @@ Class PulseGun : UTWeapon { invoker.special1 = 0; A_StartSound("pulse/bolt",CHAN_WEAPON,CHANF_LOOPING); - Vector3 origin = dt_Utility.GetFireOffset(self,10,4.1,-2.7); + 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); invoker.beam = Spawn("StarterBolt",origin); invoker.beam.angle = angle; invoker.beam.pitch = BulletSlope(); @@ -812,7 +818,6 @@ Class PulseGun : UTWeapon PulseGun.ClipCount 50; UTWeapon.DropAmmo 15; UTWeapon.NameColor "80 FF 80"; - UTWeapon.BobDamping .4; } States { @@ -896,8 +901,8 @@ Class PulseGun : UTWeapon PGR2 A 1 { Vector3 x, y, z, origin; - [x,y,z] = dt_Utility.GetPlayerAxes(self); - origin = dt_Utility.GetFireOffset(self,4,-6,-8); + [x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*6.-z*8.); let c = Spawn("PulseMag",origin); c.angle = angle; c.pitch = pitch; diff --git a/zscript/ripper.zsc b/zscript/ripper.zsc index 507562f..66badf4 100644 --- a/zscript/ripper.zsc +++ b/zscript/ripper.zsc @@ -241,7 +241,6 @@ Class Ripper2 : UTWeapon Weapon.AmmoGive 10; UTWeapon.DropAmmo 5; UTWeapon.NameColor "00 FF FF"; - UTWeapon.BobDamping .35; } action void A_RazorFire( bool alt = false ) { @@ -256,7 +255,9 @@ 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 origin = dt_Utility.GetFireOffset(self,10,6,-4); + 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); Actor p; if ( alt ) p = Spawn("Razor2Alt",origin); else p = Spawn("Razor2",origin); diff --git a/zscript/shockrifle.zsc b/zscript/shockrifle.zsc index 3d0af44..e141549 100644 --- a/zscript/shockrifle.zsc +++ b/zscript/shockrifle.zsc @@ -1035,7 +1035,9 @@ Class ViewShockSpark : ShockSpark Destroy(); return; } - Vector3 origin = dt_Utility.GetFireOffset(target,ofs.x,ofs.y,ofs.z); + 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); SetOrigin(origin,true); bInvisible = (players[consoleplayer].camera != target); if ( isFrozen() ) return; @@ -1066,7 +1068,9 @@ 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 origin = dt_Utility.GetFireOffset(self,10,2,-1.5); + 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); Actor p = Spawn("ShockBeam",origin); p.angle = angle; p.pitch = BulletSlope(); @@ -1101,7 +1105,9 @@ 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 origin = dt_Utility.GetFireOffset(self,10,2,-1.5); + 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); Actor p = Spawn("ShockBall",origin); p.angle = angle; p.pitch = BulletSlope(); @@ -1141,7 +1147,6 @@ Class ShockRifle : UTWeapon Weapon.AmmoGive 20; UTWeapon.DropAmmo 5; UTWeapon.NameColor "80 00 FF"; - UTWeapon.BobDamping .4; } States { @@ -1245,7 +1250,9 @@ 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 origin = dt_Utility.GetFireOffset(self,10,2,-1.5); + 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); Actor p = Spawn("SuperShockBeam",origin); p.angle = angle; p.pitch = BulletSlope(); @@ -1280,7 +1287,9 @@ 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 origin = dt_Utility.GetFireOffset(self,10,2,-1.5); + 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); Actor p = Spawn("SuperShockBall",origin); p.angle = angle; p.pitch = BulletSlope(); @@ -1325,7 +1334,6 @@ 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 c3e6ad3..ea2578a 100644 --- a/zscript/sniperrifle.zsc +++ b/zscript/sniperrifle.zsc @@ -95,10 +95,9 @@ Class SniperRifle : UTWeapon let l = Spawn("SniperLight",pos); l.target = self; Vector3 x, y, z; - [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); + [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); FLineTraceData d; double pt = BulletSlope(); LineTrace(angle,10000,pt,TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); @@ -190,7 +189,6 @@ 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 7e507e0..2da63ab 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_Utility.GetAxes(angle,0,roll); + [x, y, z] = dt_CoordUtil.GetAxes(0,angle,roll); int lump = Wads.CheckNumForFullname("models/TeleSoldier_a.3d"); String anivfile = Wads.ReadLump(lump); int numframes = anivfile.ByteAt(0); @@ -384,11 +384,7 @@ Class Translocator : UTWeapon override int, int, bool, bool GetClipAmount() { - if ( !flak_transloc2k4 ) - { - let [foo, bar, baz, qux] = Super.GetClipAmount(); - return foo, bar, baz, qux; - } + if ( !flak_transloc2k4 ) return Super.GetClipAmount(); return (ammocharge>0)?int(ammocharge*9.9):-1, -1, false, false; } @@ -420,7 +416,9 @@ Class Translocator : UTWeapon A_StartSound("transloc/throw",CHAN_WEAPON); invoker.FireEffect(); A_AlertMonsters(); - Vector3 origin = dt_Utility.GetFireOffset(self,10,-8,-12); + 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); let p = Spawn("TranslocatorModule",origin); p.target = self; p.angle = angle; @@ -593,7 +591,9 @@ Class OldTranslocator : Translocator A_StartSound("transloc/throw",CHAN_WEAPON); invoker.FireEffect(); A_AlertMonsters(); - Vector3 origin = dt_Utility.GetFireOffset(self,10,-10,-4); + 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; let p = Spawn("OldTranslocatorModule",origin); p.target = self; p.angle = angle; diff --git a/zscript/utcommon.zsc b/zscript/utcommon.zsc index 9f34ec1..a09b272 100644 --- a/zscript/utcommon.zsc +++ b/zscript/utcommon.zsc @@ -83,9 +83,6 @@ Class UTPlayer : DoomPlayer VOICE_Boss }; - double bobtime, oldbobtime, oldbob; - Vector3 oldwalkbob, walkbob; - const groundspeed = 400.; const swimspeed = 200.; const baseaccelrate = 2048.; @@ -106,7 +103,7 @@ Class UTPlayer : DoomPlayer Player.StartItem "ImpactHammer"; Player.StartItem "MiniAmmo", 30; Player.DamageScreenColor "FF 00 00"; - Player.ViewHeight 44; + Player.ViewHeight 46; Player.GruntSpeed 20; Player.Portrait "TNT1A0"; +NOMENU; @@ -305,9 +302,9 @@ Class UTPlayer : DoomPlayer if ( InStateSequence(CurState,FindState("See",true)) ) SetStateLabel("See2"); if ( !player || (player.mo != self) ) return; - if ( waterlevel && !lastwaterlevel ) + if ( (waterlevel >= 2) && (lastwaterlevel < 2) ) PlaySplash(1.); - else if ( !waterlevel && lastwaterlevel ) + else if ( (waterlevel < 2) && (lastwaterlevel >= 2) ) PlaySurface(); if ( (waterlevel >= 3) && !underwatersnd ) { @@ -356,97 +353,87 @@ 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 ( !player || (player.mo != self) ) + if ( !flak_utmovement || !player || (player.mo != self) ) { Super.CalcHeight(); return; } - double defviewh = viewheight+player.crouchviewdelta; - oldbob = player.bob; - if ( bFlyCheat || (player.cheats&CF_NOCLIP2) ) - player.bob = 0.; + 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; + } + } else - player.bob = min((player.vel dot player.vel)*player.GetMoveBob(),MAXBOB); + { + // this still doesn't help because fly bob is hardcoded + player.bob = 0; + } + double defaultviewheight = ViewHeight+player.crouchviewdelta; if ( player.cheats&CF_NOVELOCITY ) { - 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); + player.viewz = pos.z+defaultviewheight; + if ( player.viewz > ceilingz-4 ) player.viewz = ceilingz-4; return; } - // adjust viewheight + 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 if ( player.playerstate == PST_LIVE ) { player.viewheight += player.deltaviewheight; - if ( player.viewheight > defviewh ) + if ( player.viewheight > defaultviewheight ) { - player.viewheight = defviewh; - player.deltaviewheight = 0.; + player.viewheight = defaultviewheight; + player.deltaviewheight = 0; } - else if ( player.viewheight < (defviewh/2.) ) + else if ( player.viewheight < (defaultviewheight/2) ) { - player.viewheight = defviewh/2.; - if ( player.deltaviewheight <= 0. ) - player.deltaviewheight = 1./65536.; + player.viewheight = defaultviewheight/2; + if ( player.deltaviewheight <= 0 ) + player.deltaviewheight = 1/65536.; } if ( player.deltaviewheight ) { - player.deltaviewheight += .25; + player.deltaviewheight += 0.25; if ( !player.deltaviewheight ) - player.deltaviewheight = 1./65536.; + player.deltaviewheight = 1/65536.; } } - // apply bobbing - CheckBob(player.morphtics?0.:player.bob); - // set up viewz - player.viewz = pos.z+player.viewheight; + 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. // handle smooth step down (hacky but looks ok) player.viewz += ssup; - ssup = max(0,(ssup*.7)-.25); + ssup = max(0,(ssup*0.7)-0.25); 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() @@ -522,80 +509,7 @@ Class UTPlayer : DoomPlayer } } last_sm = sm; - 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 ( !bNoGravity && player.onground && (waterlevel < 3) ) { if ( flak_tapdodge && (dodge.length() > 0) && !tempslide ) { @@ -619,7 +533,7 @@ Class UTPlayer : DoomPlayer player.cheats &= ~CF_REVERTPLEASE; player.camera = player.mo; } - player.vel *= .8; + player.vel *= 0; player.jumptics = -2; } else @@ -655,11 +569,11 @@ Class UTPlayer : DoomPlayer if ( acceleration.length() <= double.epsilon ) PlayIdle(); else PlayRunning(); } - if ( tempslide ) player.vel *= .8; - else player.vel = player.vel*.8+vel.xy*.2; + if ( tempslide ) player.vel *= 0; + else player.vel = vel.xy; } } - else + else if ( !bNoGravity && (waterlevel < 1) ) { // air acceleration when falling float maxaccel = accelrate/TICRATE; @@ -686,10 +600,83 @@ Class UTPlayer : DoomPlayer } else vel.xy = vel.xy+acceleration/TICRATE; if ( vel.length() > terminalvelocity/TICRATE ) vel = vel.unit()*(terminalvelocity/TICRATE); - player.vel *= .8; + player.vel *= 0; 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; @@ -765,24 +752,7 @@ Class UTPlayer : DoomPlayer return; // unreal physics while dead double friction = FrictionToUnreal(); - if ( waterlevel ) - { - // 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 oldvel = vel; - vel = vel-(2*dir)*vel.length()*friction/TICRATE; - if ( oldvel dot vel < 0.0 ) vel *= 0; - double maxvel; - if ( flak_doomspeed ) maxvel = swimspeed_doomish/TICRATE; - else maxvel = swimspeed/TICRATE; - maxvel *= doomfriction; - if ( vel.length() > maxvel ) vel = vel.unit()*maxvel; - player.vel *= 0; - } - else if ( player.onground ) + if ( !bNoGravity && player.onground && (waterlevel < 3) ) { // Hook in Unreal physics Vector2 dir = (0,0); @@ -798,7 +768,7 @@ Class UTPlayer : DoomPlayer if ( vel.xy.length() > maxvel ) vel.xy = vel.xy.unit()*maxvel; player.vel *= 0; } - else + else if ( !bNoGravity && (waterlevel < 1) ) { // air acceleration when falling Vector2 dir = (0,0); @@ -815,28 +785,23 @@ Class UTPlayer : DoomPlayer 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)) ) + else { - Super.FallAndSink(grav,oldfloorz); - return; + // 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 oldvel = vel; + vel = vel-(2*dir)*vel.length()*friction/TICRATE; + if ( oldvel dot vel < 0.0 ) vel *= 0; + double maxvel; + if ( flak_doomspeed ) maxvel = swimspeed_doomish/TICRATE; + else maxvel = swimspeed/TICRATE; + maxvel *= doomfriction; + if ( vel.length() > maxvel ) vel = vel.unit()*maxvel; + player.vel *= 0; } - // 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 ) @@ -993,7 +958,7 @@ 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")) @@ -1912,11 +1877,9 @@ 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 ) {} @@ -2062,7 +2025,7 @@ 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_Utility.GetPlayerAxes(dropper); + [x, y, z] = dt_CoordUtil.GetAxes(dropper.pitch,dropper.angle,dropper.roll); vel = x*12.0; vel.z += 4.0; angle = dropper.angle; @@ -2093,7 +2056,6 @@ Class UTWeapon : Weapon Weapon.BobRangeY 0.4; Weapon.YAdjust 0; UTWeapon.NameColor "FF FF FF"; - UTWeapon.BobDamping .96; +WEAPON.NOALERT; } } @@ -2252,7 +2214,9 @@ Class UTViewSpark : UTSpark Destroy(); return; } - Vector3 origin = dt_Utility.GetFireOffset(target,ofs.x,ofs.y,ofs.z); + 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); SetOrigin(origin,true); bInvisible = (players[consoleplayer].camera != target); if ( isFrozen() ) return; @@ -2497,7 +2461,9 @@ Class UTViewSmoke : UTSmoke Destroy(); return; } - Vector3 origin = dt_Utility.GetFireOffset(target,ofs.x,ofs.y,ofs.z); + 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); SetOrigin(origin,true); bInvisible = (players[consoleplayer].camera != target); if ( isFrozen() ) return; @@ -2812,7 +2778,7 @@ Class UTParticleMesh : Actor pz[i] = az/4194304.; } Vector3 x, y, z; - [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); for ( int i=0; i