- [flak_m] Implement particle meshes.
- Append heal amount to health pickups (excl. superhealth).
- Armor Bonus item.
- Overhaul Stinger explosive charge behaviour, more in line with 0.83 and the novels.
- Fix: Dispersion Pistol should only have infinite ammo in deathmatch.
- Dispersion Pistol altfire always at level 0 if below 10 ammo.
- More Fireblaster tweaks and touches and whatnot. Now fires in 3 bursts of 3 projectiles. And there's more damage and whatnot, it should stop sucking.
- Capped fire effects for huge actors.
- Reduced flames per tic on Flamethrower, to see if this causes less performance issues. May roll back if this was a bad idea.
- Snuck in some longer versions of a couple player sounds.
- [oldsounds] Added higher quality dispersion pistol select sound.
This commit is contained in:
Marisa the Magician 2019-10-02 17:40:09 +02:00
commit 0cb76eb03a
30 changed files with 270 additions and 117 deletions

View file

@ -88,7 +88,7 @@ Class OnFire : Thinker
if ( level.maptime%5 ) return;
int numpt = clamp(int(Random[FlameT](2,4)*amount*0.02),1,4);
double mult = max(victim.radius,victim.height)/30.;
numpt = int(max(1,numpt*mult**.5));
numpt = int(clamp(numpt*mult**.5,1,5));
for ( int i=0; i<numpt; i++ )
{
Vector3 pos = victim.Vec3Offset(FRandom[FlameT](-victim.radius,victim.radius)*0.8,FRandom[FlameT](-victim.radius,victim.radius)*0.8,FRandom[FlameT](victim.height*0.2,victim.height*0.8));
@ -221,18 +221,18 @@ Class UFlame : Actor
let s = Spawn("UTSmoke",pos);
s.vel = (FRandom[FlameT](-0.2,0.2),FRandom[FlameT](-0.2,0.2),FRandom[FlameT](-0.2,0.2));
s.vel += vel*0.3;
s.alpha *= alpha*4;
s.alpha *= alpha*2;
s.scale *= 0.5+abs(scale.x)*(.5+GetAge()/6.);
}
if ( bAMBUSH ) return;
if ( Random[FlameT](0,int(20*((default.alpha+0.1)-alpha))) ) return;
double rad = 60+120*int(0.2-alpha);
double rad = 60+60*int(0.4-alpha);
let bt = BlockThingsIterator.Create(self,rad);
while ( bt.Next() )
{
let t = bt.Thing;
if ( !t || !t.bSHOOTABLE || (t.Health <= 0) || (t == tracer) || ((t == master) && (GetAge() < 6)) || (Distance3D(t) > rad+t.radius) ) continue;
int amt = max(1,int(alpha*10));
int amt = max(1,int(alpha*5));
OnFire.Apply(t,master,amt);
}
}
@ -242,7 +242,7 @@ Class UFlame : Actor
Speed 20;
Radius 4;
Height 4;
Alpha 0.2;
Alpha 0.4;
Scale 0.1;
+NOBLOCKMAP;
+NOGRAVITY;
@ -254,6 +254,7 @@ Class UFlame : Actor
+FORCEXYBILLBOARD;
+DROPOFF;
+NOBLOCKMONST;
//+THRUIMPASSABLE; // gonna have to implement this
}
States
{
@ -261,8 +262,8 @@ Class UFlame : Actor
SEXP AABBCCDDEEFFGGHHIIJJKKLLMMNNOOPPQQRRSSTT 1 Bright
{
A_Flame();
A_SetScale(scale.x*1.08);
A_FadeOut(0.005);
A_SetScale(scale.x*1.01+0.04);
A_FadeOut(0.01);
}
Stop;
}
@ -803,7 +804,7 @@ Class UFlamethrower : UnrealWeapon
Vector3 x, y, z, x2, y2, z2;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),15*x+2.3*y-2.7*z);
for ( int i=0; i<2; i++ )
//for ( int i=0; i<2; i++ )
{
double a = FRandom[FlameT](0,360), s = FRandom[FlameT](0,.05);
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
@ -821,7 +822,7 @@ Class UFlamethrower : UnrealWeapon
p.vel = vel*.5+(cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed*FRandom[FlameT](0.3,0.6);
p.vel.z -= 3;
p.target = self;
continue;
//continue;
}
p.angle = atan2(dir.y,dir.x);
p.pitch = asin(-dir.z);