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
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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
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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 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
index 116a0e7..932d35b 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 26c5d67..0453ab9 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 651d48e..b6af982 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 99cb021..8f318a4 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 9873a91..ace43c1 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 c470fe4..296b31f 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 c470fe4..296b31f 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 0ca1631..483564c 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 0ca1631..483564c 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 dc670a8..055e652 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 b99c8ab..48c54d5 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 f38d2fd..ddfd370 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 9e5f1c1..16355c0 100644
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diff --git a/models/222/Jwarhead1.png b/models/222/Jwarhead1.png
index 2c6e075..0b7d39b 100644
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diff --git a/models/222/Jwarhead2.png b/models/222/Jwarhead2.png
index 31b025a..6ba7c2a 100644
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index 043572b..0ea99ad 100644
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index d19ce07..5c17893 100644
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diff --git a/models/222/Jwars1.png b/models/222/Jwars1.png
index 4128e99..8678b0d 100644
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diff --git a/models/222/Jwhpick1.png b/models/222/Jwhpick1.png
index d25c495..a53ce80 100644
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index 543d4c3..6726861 100644
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diff --git a/models/322/JPammo_01.png b/models/322/JPammo_01.png
index dc670a8..055e652 100644
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diff --git a/models/322/JPulse3rd_01.png b/models/322/JPulse3rd_01.png
index 95dfe7b..0412939 100644
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diff --git a/models/322/JPulseGun_02.png b/models/322/JPulseGun_02.png
index e1527cb..675464e 100644
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diff --git a/models/322/JPulsePickup_01.png b/models/322/JPulsePickup_01.png
index 9e5f1c1..16355c0 100644
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index 13f02a7..da545fc 100644
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diff --git a/models/ABoxGreen_env.png b/models/ABoxGreen_env.png
index e0ca010..8b8c1fb 100644
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index 656378a..d4bb9e3 100644
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diff --git a/models/ABoxRed_env.png b/models/ABoxRed_env.png
index 1d8d158..37caef8 100644
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index 20e4242..c45ca58 100644
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index 5183380..b245147 100644
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index d84f192..8541b83 100644
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diff --git a/models/Soldier/hkil5Vector.png b/models/Soldier/hkil5Vector.png
index 68ab4c9..e0ad50f 100644
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diff --git a/models/Soldier/sldr1.png b/models/Soldier/sldr1.png
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diff --git a/models/Soldier/sldr1T_0.png b/models/Soldier/sldr1T_0.png
index 7c95b96..3cc3502 100644
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index 26aea8d..e5ab1a1 100644
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index 2c17821..4dcb52b 100644
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diff --git a/models/Soldier/sldr2.png b/models/Soldier/sldr2.png
index 10fc63f..d6c99b1 100644
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diff --git a/models/Soldier/sldr2T_0.png b/models/Soldier/sldr2T_0.png
index 42f4997..65e2706 100644
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diff --git a/models/Soldier/sldr2T_1.png b/models/Soldier/sldr2T_1.png
index e43bd62..a32dd42 100644
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index 6b09cdd..cad75d8 100644
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diff --git a/models/Soldier/sldr3.png b/models/Soldier/sldr3.png
index d0c0a0b..1fd7ec0 100644
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diff --git a/models/Soldier/sldr3ice.png b/models/Soldier/sldr3ice.png
index cee954a..3e1c235 100644
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diff --git a/models/Soldier/sldr4.png b/models/Soldier/sldr4.png
index 6f7425e..ef1f537 100644
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diff --git a/models/Soldier/sldr4Johnson.png b/models/Soldier/sldr4Johnson.png
index 060cd32..15b4f07 100644
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diff --git a/models/Soldier/sldr4ice.png b/models/Soldier/sldr4ice.png
index 545ac88..d4dbd39 100644
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diff --git a/models/ThighT.png b/models/ThighT.png
index 3f91cb2..8fa8a73 100644
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diff --git a/models/WetRing.png b/models/WetRing.png
index 3bfe3c8..dcb6013 100644
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diff --git a/models/bossgibT.png b/models/bossgibT.png
index 40df59c..2b6c85e 100644
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diff --git a/models/bossheadT.png b/models/bossheadT.png
index 40df59c..2b6c85e 100644
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diff --git a/models/bpak.png b/models/bpak.png
index df29b1d..63325ef 100644
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diff --git a/models/femalearmT.png b/models/femalearmT.png
index ebeadf6..9a842fa 100644
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diff --git a/models/femalefootT.png b/models/femalefootT.png
index 97efa30..c39b174 100644
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diff --git a/models/jbarrel4.png b/models/jbarrel4.png
index 5273a9d..346c463 100644
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diff --git a/models/jinvis.png b/models/jinvis.png
index b0406cc..2499847 100644
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diff --git a/models/malearmT.png b/models/malearmT.png
index 553be8a..ba30599 100644
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diff --git a/models/malefootT.png b/models/malefootT.png
index 3d53f03..45c0ebf 100644
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diff --git a/models/maletorsoT.png b/models/maletorsoT.png
index 7a33bec..439b3f6 100644
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diff --git a/models/miniammoled.png b/models/miniammoled.png
index 5d243b4..93f52f3 100644
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diff --git a/models/miniammoledbase.png b/models/miniammoledbase.png
index 3026e55..18bf6ae 100644
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diff --git a/models/newgreen.png b/models/newgreen.png
index b325b6c..3d43b1d 100644
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diff --git a/models/pPurpleRing.png b/models/pPurpleRing.png
index 659f63b..bbad1c8 100644
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diff --git a/models/pbolt0.png b/models/pbolt0.png
index f3c5a29..de7ce7f 100644
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diff --git a/models/pbolt1.png b/models/pbolt1.png
index 72457b6..312e3a1 100644
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diff --git a/models/pbolt2.png b/models/pbolt2.png
index b8f0d50..974813f 100644
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diff --git a/models/pbolt3.png b/models/pbolt3.png
index 00d27f0..398b3e3 100644
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diff --git a/models/pbolt4.png b/models/pbolt4.png
index 7fc1486..c2b57fa 100644
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diff --git a/models/s_camera.png b/models/s_camera.png
index ee366c0..dd45e9a 100644
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diff --git a/models/sbolt0.png b/models/sbolt0.png
index ccdd26e..ad82ce9 100644
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diff --git a/models/sbolt1.png b/models/sbolt1.png
index 0607f1d..5a0250f 100644
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diff --git a/models/sbolt2.png b/models/sbolt2.png
index 9348095..fce0b35 100644
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diff --git a/models/sbolt3.png b/models/sbolt3.png
index 7dd7681..f5b832f 100644
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diff --git a/models/sbolt4.png b/models/sbolt4.png
index fa1bb1d..61af07a 100644
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diff --git a/models/shield.png b/models/shield.png
index 07ec6a8..94f62ec 100644
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diff --git a/models/splash_blood.png b/models/splash_blood.png
index 39febbf..eac185d 100644
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diff --git a/models/splash_nukage.png b/models/splash_nukage.png
index 5f8c3fe..209e508 100644
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diff --git a/models/splash_water.png b/models/splash_water.png
index b6ce68a..d7e03ae 100644
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diff --git a/models/tloc1.png b/models/tloc1.png
index 002f343..b17dd2f 100644
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diff --git a/models/tloc1_.png b/models/tloc1_.png
index 002f343..b17dd2f 100644
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diff --git a/models/tloc2.png b/models/tloc2.png
index d901a6d..6241fad 100644
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diff --git a/models/tloc2_.png b/models/tloc2_.png
index 536b050..fe7aa51 100644
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diff --git a/models/tloc3.png b/models/tloc3.png
index d6578be..b80648e 100644
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diff --git a/models/tloc4.png b/models/tloc4.png
index 414d29c..90599af 100644
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diff --git a/shaders/glsl/AmbientGlow.fp b/shaders/glsl/AmbientGlow.fp
index 31d6020..b89ee37 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 = .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
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diff --git a/sprites/BUBLC0.png b/sprites/BUBLC0.png
index b07743c..31006bb 100644
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diff --git a/sprites/DBEFA0.png b/sprites/DBEFA0.png
index 95710ab..528c159 100644
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diff --git a/sprites/FEXPA0.png b/sprites/FEXPA0.png
index fe6a936..5ccfcc1 100644
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diff --git a/sprites/FEXPB0.png b/sprites/FEXPB0.png
index c0c6bc1..526ea95 100644
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diff --git a/sprites/FEXPC0.png b/sprites/FEXPC0.png
index 3d60b94..b121878 100644
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diff --git a/sprites/FEXPD0.png b/sprites/FEXPD0.png
index 95a5a6d..505642c 100644
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diff --git a/sprites/FEXPE0.png b/sprites/FEXPE0.png
index 9900d40..8f372f9 100644
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diff --git a/sprites/FEXPF0.png b/sprites/FEXPF0.png
index 160350c..6f65056 100644
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diff --git a/sprites/FEXPG0.png b/sprites/FEXPG0.png
index 09a1540..69c3ac8 100644
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diff --git a/sprites/FEXPH0.png b/sprites/FEXPH0.png
index 98f1323..b6d9481 100644
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diff --git a/sprites/FEXPI0.png b/sprites/FEXPI0.png
index 632f6a5..a97bcfb 100644
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diff --git a/sprites/FEXPJ0.png b/sprites/FEXPJ0.png
index 79a9ffc..d89924c 100644
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diff --git a/zscript.txt b/zscript.txt
index adeac22..866887f 100644
--- a/zscript.txt
+++ b/zscript.txt
@@ -1,18 +1,8 @@
-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.
-*/
+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. 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
+a header file that is part of the Library. You may convey such object
+code under terms of your choice, provided that, if the incorporated
+material is not limited to numerical parameters, data structure
+layouts and accessors, or small macros, inline functions and templates
+(ten or fewer lines in length), you do both of the following:
+
+ a) Give prominent notice with each copy of the object code that the
+ Library is used in it and that the Library and its use are
+ covered by this License.
+
+ b) Accompany the object code with a copy of the GNU GPL and this license
+ document.
+
+ 4. Combined Works.
+
+ You may convey a Combined Work under terms of your choice that,
+taken together, effectively do not restrict modification of the
+portions of the Library contained in the Combined Work and reverse
+engineering for debugging such modifications, if you also do each of
+the following:
+
+ a) Give prominent notice with each copy of the Combined Work that
+ the Library is used in it and that the Library and its use are
+ covered by this License.
+
+ b) Accompany the Combined Work with a copy of the GNU GPL and this license
+ document.
+
+ c) For a Combined Work that displays copyright notices during
+ execution, include the copyright notice for the Library among
+ these notices, as well as a reference directing the user to the
+ copies of the GNU GPL and this license document.
+
+ d) Do one of the following:
+
+ 0) Convey the Minimal Corresponding Source under the terms of this
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+ suitable for, and under terms that permit, the user to
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+ Corresponding Source.
+
+ 1) Use a suitable shared library mechanism for linking with the
+ Library. A suitable mechanism is one that (a) uses at run time
+ a copy of the Library already present on the user's computer
+ system, and (b) will operate properly with a modified version
+ of the Library that is interface-compatible with the Linked
+ Version.
+
+ e) Provide Installation Information, but only if you would otherwise
+ be required to provide such information under section 6 of the
+ GNU GPL, and only to the extent that such information is
+ 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:
+
+ 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
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+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