From 1c84fc4e88320106ae314244038a80999be5cbb6 Mon Sep 17 00:00:00 2001 From: Marisa the Magician Date: Mon, 5 Dec 2022 16:56:52 +0100 Subject: [PATCH] 4.10 support: - CORRECTPIXELSTRETCH where needed on models. - Replace CoordUtil.GetAxes with quaternion version. --- modeldef.asmd | 2 ++ modeldef.automag | 6 ++++-- modeldef.betamag | 3 ++- modeldef.biggun | 6 ++++-- modeldef.dpistol | 5 +++++ modeldef.eightball | 4 +++- modeldef.female1 | 3 ++- modeldef.female2 | 3 ++- modeldef.flamegun | 3 +++ modeldef.gatling | 1 + modeldef.impaler | 3 +++ modeldef.male1 | 3 ++- modeldef.male2 | 3 ++- modeldef.male3 | 3 ++- modeldef.olsmp | 3 ++- modeldef.peacemaker | 3 +++ modeldef.quadshot | 3 ++- modeldef.razorjack | 3 +++ modeldef.stinger | 23 +++------------------ modeldef.stunner | 3 ++- modeldef.uflak | 39 ++++++------------------------------ modeldef.umisc | 12 +++++++++++ zscript.txt | 2 +- zscript/asmd.zsc | 8 ++++---- zscript/automag.zsc | 8 ++++---- zscript/betamag.zsc | 4 ++-- zscript/biggun.zsc | 8 ++++---- zscript/bonesaw.zsc | 6 +++--- zscript/dispersionpistol.zsc | 6 +++--- zscript/flamegun.zsc | 4 ++-- zscript/gatling.zsc | 4 ++-- zscript/impaler.zsc | 16 +++++++-------- zscript/miscitems.zsc | 18 ++++++++--------- zscript/napalm.zsc | 6 +++--- zscript/olsmp.zsc | 6 +++--- zscript/peacemaker.zsc | 4 ++-- zscript/quadshot.zsc | 6 +++--- zscript/razorjack.zsc | 2 +- zscript/rifle.zsc | 4 ++-- zscript/stinger.zsc | 8 ++++---- zscript/stunner.zsc | 2 +- zscript/ubiorifle.zsc | 2 +- zscript/ueightball.zsc | 4 ++-- zscript/uflakcannon.zsc | 10 ++++----- zscript/uhealitems.zsc | 2 +- zscript/uminigun.zsc | 4 ++-- zscript/unrealcommon.zsc | 3 ++- zscript/unrealhud.zsc | 12 +++++------ zscript/utranslocator.zsc | 2 +- 49 files changed, 151 insertions(+), 147 deletions(-) diff --git a/modeldef.asmd b/modeldef.asmd index a3e8447..488482c 100644 --- a/modeldef.asmd +++ b/modeldef.asmd @@ -65,6 +65,7 @@ Model "ASMDBall" DONTCULLBACKFACES USEACTORPITCH USEACTORROLL + CORRECTPIXELSTRETCH FrameIndex TAZB A 0 0 } @@ -130,6 +131,7 @@ Model "ASMDRingTrail" PitchOffset 90 DONTCULLBACKFACES USEACTORPITCH + CORRECTPIXELSTRETCH FrameIndex RNGX A 0 0 FrameIndex RNGX B 0 1 diff --git a/modeldef.automag b/modeldef.automag index b0813f8..518e4fb 100644 --- a/modeldef.automag +++ b/modeldef.automag @@ -21,7 +21,8 @@ Model "UCasing" USEACTORPITCH USEACTORROLL USEROTATIONCENTER - Rotation-Center 0 0 1 + CORRECTPIXELSTRETCH + Rotation-Center 0 0 .5 FrameIndex PCAS A 0 0 } @@ -36,7 +37,8 @@ Model "AutomagMag" USEACTORPITCH USEACTORROLL USEROTATIONCENTER - Rotation-Center 0 0 1 + CORRECTPIXELSTRETCH + Rotation-Center 0 0 .5 FrameIndex PCAS A 0 0 } diff --git a/modeldef.betamag b/modeldef.betamag index 1a511fd..5d052d7 100644 --- a/modeldef.betamag +++ b/modeldef.betamag @@ -26,7 +26,8 @@ Model "BCasing" USEACTORPITCH USEACTORROLL USEROTATIONCENTER - Rotation-Center 0 0 1 + CORRECTPIXELSTRETCH + Rotation-Center 0 0 .5 FrameIndex PCAS A 0 0 } diff --git a/modeldef.biggun b/modeldef.biggun index cdbe9bc..a5ce17d 100644 --- a/modeldef.biggun +++ b/modeldef.biggun @@ -78,7 +78,8 @@ Model "BigCasing" USEACTORPITCH USEACTORROLL USEROTATIONCENTER - Rotation-Center 0 0 2 + CORRECTPIXELSTRETCH + Rotation-Center 0 0 1 FrameIndex PCAS A 0 0 } @@ -94,7 +95,8 @@ Model "BigMag" USEACTORPITCH USEACTORROLL USEROTATIONCENTER - Rotation-Center 0 0 2.5 + CORRECTPIXELSTRETCH + Rotation-Center 0 0 1.1 FrameIndex PCAS A 0 0 } diff --git a/modeldef.dpistol b/modeldef.dpistol index a65a658..541ae47 100644 --- a/modeldef.dpistol +++ b/modeldef.dpistol @@ -50,6 +50,7 @@ Model "DispersionAmmo" PITCHFROMMOMENTUM DONTCULLBACKFACES + CORRECTPIXELSTRETCH SurfaceSkin 0 0 "sprites/dpistol/DETBA0.png" SurfaceSkin 0 1 "ArcB1.png" @@ -86,6 +87,7 @@ Model "DAmmo2" PITCHFROMMOMENTUM DONTCULLBACKFACES + CORRECTPIXELSTRETCH SurfaceSkin 0 0 "sprites/dpistol/DETGA0.png" SurfaceSkin 0 1 "ArcG1.png" @@ -122,6 +124,7 @@ Model "DAmmo3" PITCHFROMMOMENTUM DONTCULLBACKFACES + CORRECTPIXELSTRETCH SurfaceSkin 0 0 "sprites/dpistol/DETYA0.png" SurfaceSkin 0 1 "ArcY1.png" @@ -158,6 +161,7 @@ Model "DAmmo4" PITCHFROMMOMENTUM DONTCULLBACKFACES + CORRECTPIXELSTRETCH SurfaceSkin 0 0 "sprites/dpistol/DETOA0.png" SurfaceSkin 0 1 "ArcO1.png" @@ -194,6 +198,7 @@ Model "DAmmo5" PITCHFROMMOMENTUM DONTCULLBACKFACES + CORRECTPIXELSTRETCH SurfaceSkin 0 0 "sprites/dpistol/DETRA0.png" SurfaceSkin 0 1 "ArcR1.png" diff --git a/modeldef.eightball b/modeldef.eightball index 7095d82..0c179ce 100644 --- a/modeldef.eightball +++ b/modeldef.eightball @@ -56,6 +56,7 @@ Model "URocket" Offset 5 0 0 Scale 0.05 0.05 0.05 USEACTORPITCH + CORRECTPIXELSTRETCH FrameIndex RCKT A 0 1 FrameIndex RCKT B 0 2 @@ -71,6 +72,7 @@ Model "UGrenade" Offset -2 0 0 Scale 0.05 0.05 0.05 USEACTORPITCH + CORRECTPIXELSTRETCH FrameIndex RCKT A 0 0 } @@ -156,4 +158,4 @@ Model "Eightball" FrameIndex EBLF F 0 62 FrameIndex EBLF G 0 63 FrameIndex EBLF H 0 64 -} \ No newline at end of file +} diff --git a/modeldef.female1 b/modeldef.female1 index d94f156..e81f30a 100644 --- a/modeldef.female1 +++ b/modeldef.female1 @@ -5,10 +5,11 @@ Model "UPlayerFemale1" SurfaceSkin 0 0 "Female1/Gina.png" SurfaceSkin 0 1 "GunPick1.png" Scale 0.2 0.2 0.2 - Offset -1.5 0 32 + Offset -1.5 0 27 RollOffset -90 AngleOffset -90 IGNORETRANSLATION + CORRECTPIXELSTRETCH // Still FrameIndex PLAY A 0 512 FrameIndex PLAY B 0 513 diff --git a/modeldef.female2 b/modeldef.female2 index 1894d2a..7fdc3f7 100644 --- a/modeldef.female2 +++ b/modeldef.female2 @@ -5,10 +5,11 @@ Model "UPlayerFemale2" SurfaceSkin 0 0 "Female2/Sonya.png" SurfaceSkin 0 1 "GunPick1.png" Scale 0.2 0.2 0.2 - Offset -1.5 0 32 + Offset -1.5 0 27 RollOffset -90 AngleOffset -90 IGNORETRANSLATION + CORRECTPIXELSTRETCH // Still FrameIndex PLAY A 0 512 FrameIndex PLAY B 0 513 diff --git a/modeldef.flamegun b/modeldef.flamegun index a6cacb3..4c64048 100644 --- a/modeldef.flamegun +++ b/modeldef.flamegun @@ -7,6 +7,7 @@ Model "UFireball" Scale 0.04 0.04 0.04 Offset -4 0 0 PITCHFROMMOMENTUM + CORRECTPIXELSTRETCH FrameIndex FIRB A 0 1 FrameIndex FIRB B 0 2 @@ -29,6 +30,7 @@ Model "UFireball2" Scale 0.05 0.05 0.05 Offset -5 0 0 PITCHFROMMOMENTUM + CORRECTPIXELSTRETCH FrameIndex FIRB A 0 1 FrameIndex FIRB B 0 2 @@ -51,6 +53,7 @@ Model "UFireballEmber" Scale 0.02 0.02 0.02 Offset -2 0 0 PITCHFROMMOMENTUM + CORRECTPIXELSTRETCH FrameIndex FIRB A 0 1 FrameIndex FIRB B 0 2 diff --git a/modeldef.gatling b/modeldef.gatling index 4db9ee1..96bda35 100644 --- a/modeldef.gatling +++ b/modeldef.gatling @@ -5,6 +5,7 @@ Model "SMiniShell" Skin 0 "jsshell.png" PitchOffset 90 PITCHFROMMOMENTUM + CORRECTPIXELSTRETCH Scale -0.04 0.02 0.02 FrameIndex SMIS A 0 0 diff --git a/modeldef.impaler b/modeldef.impaler index 9721fda..e03ea37 100644 --- a/modeldef.impaler +++ b/modeldef.impaler @@ -97,6 +97,7 @@ Model "ImpalerChunk" Scale 0.4 0.4 0.4 USEACTORPITCH USEACTORROLL + CORRECTPIXELSTRETCH FrameIndex CHIP A 0 0 FrameIndex CHIP B 0 1 @@ -117,6 +118,7 @@ Model "ImpalerProjectile" Scale 0.15 0.15 0.15 PITCHFROMMOMENTUM USEACTORROLL + CORRECTPIXELSTRETCH FrameIndex TPRJ A 0 0 } @@ -126,6 +128,7 @@ Model "Impaler" Path "models" Model 1 "ImpalerPickup_d.3d" Skin 1 "JImpale1_.png" + CORRECTPIXELSTRETCH Offset 6 0 4.5 PitchOffset -5 RollOffset 45 diff --git a/modeldef.male1 b/modeldef.male1 index 574f375..ed86c3c 100644 --- a/modeldef.male1 +++ b/modeldef.male1 @@ -5,10 +5,11 @@ Model "UPlayerMale1" SurfaceSkin 0 0 "Male1/Kurgan.png" SurfaceSkin 0 1 "GunPick1.png" Scale 0.2 0.2 0.2 - Offset 2.5 7 25 + Offset 2.5 7 21 RollOffset -90 AngleOffset -90 IGNORETRANSLATION + CORRECTPIXELSTRETCH // Still FrameIndex PLAY A 0 480 FrameIndex PLAY B 0 481 diff --git a/modeldef.male2 b/modeldef.male2 index 115fffe..828affd 100644 --- a/modeldef.male2 +++ b/modeldef.male2 @@ -5,10 +5,11 @@ Model "UPlayerMale2" SurfaceSkin 0 0 "Male2/Ash.png" SurfaceSkin 0 1 "GunPick1.png" Scale 0.2 0.2 0.2 - Offset 2.5 -7 25 + Offset 2.5 -7 21 RollOffset -90 AngleOffset -90 IGNORETRANSLATION + CORRECTPIXELSTRETCH // Still FrameIndex PLAY A 0 480 FrameIndex PLAY B 0 481 diff --git a/modeldef.male3 b/modeldef.male3 index d8c6b6a..4d4d488 100644 --- a/modeldef.male3 +++ b/modeldef.male3 @@ -5,10 +5,11 @@ Model "UPlayerMale3" SurfaceSkin 0 0 "Male3/Dante.png" SurfaceSkin 0 1 "GunPick1.png" Scale 0.2 0.2 0.2 - Offset 2.5 -7 25 + Offset 2.5 -7 21 RollOffset -90 AngleOffset -90 IGNORETRANSLATION + CORRECTPIXELSTRETCH // Still FrameIndex PLAY A 0 480 FrameIndex PLAY B 0 481 diff --git a/modeldef.olsmp b/modeldef.olsmp index e56d418..cafe3fa 100644 --- a/modeldef.olsmp +++ b/modeldef.olsmp @@ -63,7 +63,8 @@ Model "OLSMPMag" USEACTORPITCH USEACTORROLL USEROTATIONCENTER - Rotation-Center 0 0 1 + CORRECTPIXELSTRETCH + Rotation-Center 0 0 .5 FrameIndex PCAS A 0 0 } diff --git a/modeldef.peacemaker b/modeldef.peacemaker index ee8b439..3e7dee6 100644 --- a/modeldef.peacemaker +++ b/modeldef.peacemaker @@ -7,6 +7,7 @@ Model "Peacerocket" Scale 0.16 0.16 0.16 USEACTORPITCH USEACTORROLL + CORRECTPIXELSTRETCH FrameIndex PEMR A 0 0 } @@ -19,6 +20,7 @@ Model "PeaceFragment" Scale 0.1 0.1 0.1 USEACTORPITCH USEACTORROLL + CORRECTPIXELSTRETCH FrameIndex CHIP A 0 0 FrameIndex CHIP B 0 1 @@ -81,6 +83,7 @@ Model "Peacemaker" Path "models" Model 1 "peacepick_d.3d" Skin 1 "Jpeacehand1_.png" + CORRECTPIXELSTRETCH RollOffset 90 // normally upright, but it's easier to tell apart from a deployed one this way ZOffset 5 Scale 0.16 -0.16 0.16 diff --git a/modeldef.quadshot b/modeldef.quadshot index 450d324..e35a3be 100644 --- a/modeldef.quadshot +++ b/modeldef.quadshot @@ -33,7 +33,8 @@ Model "QCasing" USEACTORPITCH USEACTORROLL USEROTATIONCENTER - Rotation-Center 0 0 1 + CORRECTPIXELSTRETCH + Rotation-Center 0 0 .5 FrameIndex PCAS A 0 0 } diff --git a/modeldef.razorjack b/modeldef.razorjack index 1615874..a06d5a4 100644 --- a/modeldef.razorjack +++ b/modeldef.razorjack @@ -17,6 +17,7 @@ Model "RazorBlade" SurfaceSkin 0 1 "JRazor1.png" USEACTORPITCH USEACTORROLL + CORRECTPIXELSTRETCH ROTATING AngleOffset 90 Scale 0.08 0.08 0.08 @@ -39,6 +40,7 @@ Model "RazorBladeTrail" DONTCULLBACKFACES USEACTORPITCH USEACTORROLL + CORRECTPIXELSTRETCH AngleOffset 90 Scale 0.08 0.08 0.08 @@ -50,6 +52,7 @@ Model "Razorjack" Path "models" Model 1 "RazPick_d.3d" Skin 1 "JRazor1_.png" + CORRECTPIXELSTRETCH RollOffset -8 AngleOffset 90 ZOffset 2 diff --git a/modeldef.stinger b/modeldef.stinger index 95d13b6..e2d28f9 100644 --- a/modeldef.stinger +++ b/modeldef.stinger @@ -45,6 +45,7 @@ Model "StingerProjectile" AngleOffset -90 PITCHFROMMOMENTUM USEACTORROLL + CORRECTPIXELSTRETCH FrameIndex TPRJ A 0 0 } @@ -57,6 +58,7 @@ Model "StingerChunk" Scale 0.2 0.2 0.2 USEACTORPITCH USEACTORROLL + CORRECTPIXELSTRETCH FrameIndex CHIP A 0 0 FrameIndex CHIP B 0 1 @@ -76,6 +78,7 @@ Model "ViewStingerChunk" Scale 0.08 0.08 0.08 USEACTORPITCH USEACTORROLL + CORRECTPIXELSTRETCH FrameIndex CHIP A 0 0 FrameIndex CHIP B 0 1 @@ -108,26 +111,6 @@ Model "Stinger" Scale 0.06 0.06 0.06 PitchOffset 0 FrameIndex STFF D 2 0 -/* Path "models" - Model 2 "StingerM_d.3d" - SurfaceSkin 2 0 "FireEffect18.png" - Scale 0.05 -0.05 0.05 - AngleOffset 90 - Offset -4.5 -6.25 -6 - DONTCULLBACKFACES - - // Fire - FrameIndex STFF A 2 33 - FrameIndex STFF B 2 34 - FrameIndex STFF C 2 35 - // Hold - FrameIndex STFH A 2 36 - FrameIndex STFH B 2 37 - FrameIndex STFH C 2 38 - FrameIndex STFH D 2 39 - FrameIndex STFH E 2 40 - FrameIndex STFH F 2 41 - FrameIndex STFH G 2 42*/ } Model "Stinger" diff --git a/modeldef.stunner b/modeldef.stunner index 95be022..7b58b4e 100644 --- a/modeldef.stunner +++ b/modeldef.stunner @@ -23,6 +23,7 @@ Model "StunTrail" DONTCULLBACKFACES USEACTORPITCH USEACTORROLL + CORRECTPIXELSTRETCH FrameIndex FATR A 0 11 FrameIndex FATR B 0 12 @@ -188,4 +189,4 @@ Model "Stunner" FrameIndex STR2 C 0 84 FrameIndex STR2 D 0 85 FrameIndex STR2 E 0 86 -} \ No newline at end of file +} diff --git a/modeldef.uflak b/modeldef.uflak index c261ef6..883e9d5 100644 --- a/modeldef.uflak +++ b/modeldef.uflak @@ -18,6 +18,7 @@ Model "UFlakAmmo" Scale 0.2 0.2 0.2 ZOffset 2 RollOffset -90 + CORRECTPIXELSTRETCH FrameIndex FAMO B 0 0 } @@ -32,7 +33,8 @@ Model "UFlakChunk" USEACTORPITCH USEACTORROLL USEROTATIONCENTER - Rotation-Center 0 0 2 + CORRECTPIXELSTRETCH + Rotation-Center 0 0 1 FrameIndex FCH1 A 0 0 FrameIndex FCH2 A 0 1 @@ -48,6 +50,7 @@ Model "UFlakSlug" Scale 0.2 0.2 0.2 AngleOffset 90 USEACTORPITCH + CORRECTPIXELSTRETCH FrameIndex FSLG A 0 0 } @@ -63,7 +66,8 @@ Model "UFlakMag" USEACTORPITCH USEACTORROLL USEROTATIONCENTER - Rotation-Center 0 0 1 + CORRECTPIXELSTRETCH + Rotation-Center 0 0 .5 FrameIndex PCAS A 0 0 } @@ -94,37 +98,6 @@ Model "UFlakCannon" Offset -11 -28 -9 FrameIndex FMUZ A 2 0 -/* Path "models" - Model 2 "flak_d.3d" - SurfaceSkin 2 0 "FireEffect13.png" - Scale 0.1 -0.1 0.1 - AngleOffset -90 - Offset -7 -9.7 -5.8 - DONTCULLBACKFACES - - // Fire - FrameIndex FLFF A 2 46 - FrameIndex FLFF B 2 47 - FrameIndex FLFF C 2 48 - FrameIndex FLFF D 2 49 - FrameIndex FLFF E 2 50 - FrameIndex FLFF F 2 51 - FrameIndex FLFF G 2 52 - FrameIndex FLFF H 2 53 - FrameIndex FLFF I 2 54 - FrameIndex FLFF J 2 55 - // AltFire - FrameIndex FLFA A 2 56 - FrameIndex FLFA B 2 57 - FrameIndex FLFA C 2 58 - FrameIndex FLFA D 2 59 - FrameIndex FLFA E 2 60 - FrameIndex FLFA F 2 61 - FrameIndex FLFA G 2 62 - FrameIndex FLFA H 2 63 - FrameIndex FLFA I 2 64 - FrameIndex FLFA J 2 65 - FrameIndex FLFA K 2 66*/ } Model "UFlakCannon" diff --git a/modeldef.umisc b/modeldef.umisc index 2998865..25e7f0c 100644 --- a/modeldef.umisc +++ b/modeldef.umisc @@ -39,6 +39,7 @@ Model "AsbestosSuit" Path "models" Model 0 "Suit_d.3d" Skin 0 "Asuit1.png" + CORRECTPIXELSTRETCH RollOffset 90 AngleOffset -90 ZOffset 17 @@ -52,6 +53,7 @@ Model "ToxinSuit" Path "models" Model 0 "ToxSuit_d.3d" Skin 0 "AToxSuit1.png" + CORRECTPIXELSTRETCH RollOffset 90 AngleOffset -90 ZOffset 17 @@ -331,6 +333,9 @@ Model "SeedProj" ZOffset 1 Scale 0.08 -0.08 0.08 USEACTORPITCH + CORRECTPIXELSTRETCH + USEROTATIONCENTER + Rotation-Center 0 0 .5 FrameIndex SEED A 0 0 } @@ -341,6 +346,7 @@ Model "Flare" Model 0 "FlareM_d.3d" SurfaceSkin 0 1 "Jmisc1_.png" Offset 4 0 2 + CORRECTPIXELSTRETCH PitchOffset 90 AngleOffset 180 Scale 0.04 -0.04 0.04 @@ -359,6 +365,7 @@ Model "FlareThrown" Scale 0.04 -0.04 0.04 USEACTORPITCH USEROTATIONCENTER + CORRECTPIXELSTRETCH Rotation-Center 0 0 1 FrameIndex FLAR A 0 0 @@ -376,6 +383,7 @@ Model "FlareThrownX" USEACTORPITCH DONTCULLBACKFACES USEROTATIONCENTER + CORRECTPIXELSTRETCH Rotation-Center 0 0 1 FrameIndex FLAR A 0 1 @@ -391,6 +399,7 @@ Model "LightFlareThrown" Scale 0.1 -0.1 0.1 USEACTORPITCH USEROTATIONCENTER + CORRECTPIXELSTRETCH Rotation-Center 0 0 1 FrameIndex FLAR A 0 0 @@ -405,6 +414,7 @@ Model "DarkFlareThrown" Scale 0.1 -0.1 0.1 USEACTORPITCH USEROTATIONCENTER + CORRECTPIXELSTRETCH Rotation-Center 0 0 1 FrameIndex FLAR A 0 0 @@ -572,6 +582,7 @@ Model "SentryFragment" Scale 0.1 0.1 0.1 USEACTORPITCH USEACTORROLL + CORRECTPIXELSTRETCH FrameIndex CHIP A 0 0 FrameIndex CHIP B 0 1 @@ -769,6 +780,7 @@ Model "MotionDetector" Model 0 "DetectorMesh_d.3d" Skin 0 "JDetector.png" Scale 0.08 -0.08 0.08 + CORRECTPIXELSTRETCH PitchOffset 3 ZOffset 3 diff --git a/zscript.txt b/zscript.txt index 8aba9c4..a99932b 100644 --- a/zscript.txt +++ b/zscript.txt @@ -1,4 +1,4 @@ -version "4.9" +version "4.10" #include "zscript/unrealcommon.zsc" #include "zscript/dispersionpistol.zsc" diff --git a/zscript/asmd.zsc b/zscript/asmd.zsc index ca08a88..c318065 100644 --- a/zscript/asmd.zsc +++ b/zscript/asmd.zsc @@ -270,7 +270,7 @@ Class ViewASMDSpark : ShockSpark return; } Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll); + [x, y, z] = dt_Utility.GetAxes(target.angle,target.pitch,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); @@ -392,7 +392,7 @@ Class ASMDBall : Actor for ( int i=0; i<6; i++ ) { Vector3 x, y, z; - [x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x,y,z] = dt_Utility.GetAxes(angle,pitch,roll); double a = FRandom[ASMD](0,360), s = FRandom[ASMD](0,0.15); Vector3 dir; switch (i) @@ -671,7 +671,7 @@ Class ASMD : UnrealWeapon if ( !Dampener.Active(self) ) A_AlertMonsters(); A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2.9*y-2.5*z); Actor p = Spawn("ASMDBeam",origin); p.angle = angle; @@ -702,7 +702,7 @@ Class ASMD : UnrealWeapon if ( !Dampener.Active(self) ) A_AlertMonsters(); A_QuakeEx(1,1,1,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2.9*y-2.5*z); Actor p = Spawn("ASMDBall",origin); p.angle = angle; diff --git a/zscript/automag.zsc b/zscript/automag.zsc index 145994a..3eac23a 100644 --- a/zscript/automag.zsc +++ b/zscript/automag.zsc @@ -191,14 +191,14 @@ Class Automag : UnrealWeapon A_OverlayRenderstyle(-2,STYLE_Add); } Vector3 x, y, z, x2, y2, z2; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x); int ydir = slave?1:-1; if ( alt ) origin = level.Vec3Offset(origin,-z*3+ydir*y); else origin = level.Vec3Offset(origin,-z+ydir*y*4); double a = FRandom[Automag](0,360), s = FRandom[Automag](0,alt?invoker.altaccuracy:0.01); if ( invoker.Amount > 1 ) s *= 1.6; - [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); + [x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),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); @@ -550,7 +550,7 @@ Class Automag : UnrealWeapon UTPlayer(self).PlayReloading(); invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount0)); Vector3 x, y, z, origin; - [x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x,y,z] = dt_Utility.GetAxes(angle,pitch,roll); origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*4.-z*8.); let c = Spawn("AutomagMag",origin); c.angle = angle; @@ -586,7 +586,7 @@ Class Automag : UnrealWeapon UTPlayer(self).PlayReloading(); invoker.slavereload = false; Vector3 x, y, z, origin; - [x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x,y,z] = dt_Utility.GetAxes(angle,pitch,roll); origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*4.-z*8.); let c = Spawn("AutomagMag",origin); c.angle = angle; diff --git a/zscript/betamag.zsc b/zscript/betamag.zsc index 3a8beaa..14a46fb 100644 --- a/zscript/betamag.zsc +++ b/zscript/betamag.zsc @@ -264,14 +264,14 @@ Class Betamag : UnrealWeapon A_OverlayRenderstyle(-2,STYLE_Add); } Vector3 x, y, z, x2, y2, z2; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x); int ydir = slave?1:-1; if ( alt ) origin = level.Vec3Offset(origin,-z*2.5+ydir*y*1.5); else origin = level.Vec3Offset(origin,-z*1.5+ydir*y*2); double a = FRandom[Betamag](0,360), s = FRandom[Betamag](0,alt?invoker.altaccuracy:0.); if ( invoker.Amount > 1 ) s = s*2.+FRandom[Betamag](0,0.01); - [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); + [x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),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); diff --git a/zscript/biggun.zsc b/zscript/biggun.zsc index 5d3cf54..dcd5623 100644 --- a/zscript/biggun.zsc +++ b/zscript/biggun.zsc @@ -308,7 +308,7 @@ Class BigGun : UnrealWeapon action void A_Eject() { Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),4*x+y*12-z*4); let c = Spawn("BigCasing",origin); c.vel = x*FRandom[Junk](-1.5,1.5)+y*FRandom[Junk](2,4)+z*FRandom[Junk](-1,2); @@ -328,11 +328,11 @@ Class BigGun : UnrealWeapon UTMainHandler.DoFlash(self,Color(32,255,128,0),1); A_QuakeEx(2,2,2,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12); Vector3 x, y, z, x2, y2, z2; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); vel -= x*(player.onground?9.5:2.5); vel.z += (player.onground?2.8:.25); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+y*5-z*1); - [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); + [x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll); double a = FRandom[BigGun](0,360), s = FRandom[BigGun](0,bAlt?0.2:0.05); Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s); if ( !invoker.t ) invoker.t = new("BigTracer"); @@ -537,7 +537,7 @@ Class BigGun : UnrealWeapon BIGR X 2 { Vector3 x, y, z, origin; - [x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x,y,z] = dt_Utility.GetAxes(angle,pitch,roll); origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*5.-z*9.); let c = Spawn("BigMag",origin); c.angle = angle; diff --git a/zscript/bonesaw.zsc b/zscript/bonesaw.zsc index f83b6ba..ca44da3 100644 --- a/zscript/bonesaw.zsc +++ b/zscript/bonesaw.zsc @@ -49,7 +49,7 @@ Class Bonesaw : UnrealWeapon double slope = AimLineAttack(angle,DEFMELEERANGE,t,0.,ALF_CHECK3D); FLineTraceData d; Vector3 x, y, z, origin; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),z*4); LineTrace(angle,DEFMELEERANGE,slope,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d); if ( d.HitType != TRACE_HitNone ) @@ -90,7 +90,7 @@ Class Bonesaw : UnrealWeapon { invoker.special1++; Vector3 x, y, z, origin; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*15-z*4); if ( waterlevel >= 3 ) { @@ -113,7 +113,7 @@ Class Bonesaw : UnrealWeapon invoker.FireEffect(); A_AlertMonsters(); Vector3 x, y, z, origin; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*15-z*4); if ( waterlevel >= 3 ) { diff --git a/zscript/dispersionpistol.zsc b/zscript/dispersionpistol.zsc index ca6e619..355223e 100644 --- a/zscript/dispersionpistol.zsc +++ b/zscript/dispersionpistol.zsc @@ -309,7 +309,7 @@ Class DispersionAmmo : Actor Vector3 x, y, z, dir; double a, s; Actor p; - [x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x,y,z] = dt_Utility.GetAxes(angle,pitch,roll); for ( int i=0; i<3; i++ ) { a = FRandom[DPistol](0,360); @@ -575,7 +575,7 @@ Class DispersionPistol : UnrealWeapon if ( !Dampener.Active(self) ) A_AlertMonsters(gameinfo.gametype&GAME_Strife?120:0); A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-3*y-3*z); Actor p = Spawn(proj,origin); p.angle = angle; @@ -649,7 +649,7 @@ Class DispersionPistol : UnrealWeapon int qs = int(1+invoker.chargesize*0.3); A_QuakeEx(qs,qs,qs,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-3*y-3*z); Actor p = Spawn(proj,origin); p.angle = angle; diff --git a/zscript/flamegun.zsc b/zscript/flamegun.zsc index 1f8f863..0f27eca 100644 --- a/zscript/flamegun.zsc +++ b/zscript/flamegun.zsc @@ -369,9 +369,9 @@ Class FlameGun : UnrealWeapon if ( !Dampener.Active(self) ) A_AlertMonsters(); Vector3 x, y, z, x2, y2, z2, dir; double a, s; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-3*y-z); - [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); + [x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll); for ( int i=0; i<(bAlt?1:3); i++ ) { a = FRandom[FlameGun](0,360); diff --git a/zscript/gatling.zsc b/zscript/gatling.zsc index 716ed1e..30dab19 100644 --- a/zscript/gatling.zsc +++ b/zscript/gatling.zsc @@ -206,7 +206,7 @@ Class SMiniGun : UnrealWeapon invoker.special1 = (invoker.special1%4)+1; } Vector3 x, y, z, x2, y2, z2; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-y*2-z*2); for ( int i=0; i<(bAlt?4:1); i++ ) { @@ -214,7 +214,7 @@ Class SMiniGun : UnrealWeapon int pos = bAlt?i:invoker.special1; origin = level.Vec3Offset(origin,x*(!(pos%2)?-1.5:1.5)+y*(pos<2?-1.5:1.5)); double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,bAlt?0.12:0.03); - [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); + [x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll); Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s); vel -= dir*(player.onground?3:1.2); vel.z += (player.onground?0.8:.1); diff --git a/zscript/impaler.zsc b/zscript/impaler.zsc index b893fe0..c5510fa 100644 --- a/zscript/impaler.zsc +++ b/zscript/impaler.zsc @@ -165,7 +165,7 @@ Class ImpalerBurstBolt : Actor let t = new("ImpalerBoltTracer"); t.hitlist.Clear(); Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); t.ShootThroughList.Clear(); t.Trace(pos,CurSector,x,11.125,0); for ( int i=0; i 1) ) @@ -547,7 +547,7 @@ Class StarterImpalerBolt : ImpalerBolt bRELATIVETOFLOOR = (target.pos.z <= target.floorz); // hack, but kinda works if ( target.player ) { - [x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll); + [x, y, z] = dt_Utility.GetAxes(target.angle,target.pitch,target.roll); origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),15*x-2.5*z); } else origin = target.Vec3Offset(0,0,target.missileheight); @@ -562,7 +562,7 @@ Class StarterImpalerBolt : ImpalerBolt flares[0].A_SetScale(0.01+cos(gametic*8)*0.002); flares[1].A_SetScale(0.02+cos(gametic*8)*0.004); double a = FRandom[Impaler](0,360), s = FRandom[Impaler](0.,.1); - [x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll); + [x, y, z] = dt_Utility.GetAxes(target.angle,target.pitch,target.roll); Vector3 dir = dt_Utility.ConeSpread(x,y,z,a,s); dir = oldx*.5+dir*.5; oldx = dir; @@ -794,7 +794,7 @@ Class Impaler : UnrealWeapon if ( !Dampener.Active(self) ) A_AlertMonsters(); A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2.5*z); Actor p = Spawn("ImpalerProjectile",origin); p.angle = angle; @@ -819,7 +819,7 @@ Class Impaler : UnrealWeapon action void A_StartBeam() { Vector3 x, y, z, origin; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),15*x-2.5*z); invoker.beam = Spawn("StarterImpalerBolt",origin); invoker.beam.angle = angle; @@ -847,7 +847,7 @@ Class Impaler : UnrealWeapon UTMainHandler.DoFlash(self,Color(16,255,32,255),3); A_AlertMonsters(); Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),15*x-2.5*z); int numpt = Random[Impaler](4,7); for ( int i=0; i 0 ) @@ -981,7 +981,7 @@ Class UFlamethrower : UnrealWeapon if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3(); A_QuakeEx(1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),5+int(1.2*invoker.chargesize),0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05+0.01*invoker.chargesize); Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2.3*y-2.7*z); Actor p = Spawn("UNapalmGlob",origin); p.A_SetScale(0.5+invoker.chargesize/3.5); diff --git a/zscript/olsmp.zsc b/zscript/olsmp.zsc index b822898..42f0d15 100644 --- a/zscript/olsmp.zsc +++ b/zscript/olsmp.zsc @@ -148,7 +148,7 @@ Class OLSMP : UnrealWeapon A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true); A_OverlayRenderstyle(-2,STYLE_Add); Vector3 x, y, z, x2, y2, z2; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); if ( alt ) { vel -= x*(player.onground?2.:0.8); @@ -162,7 +162,7 @@ Class OLSMP : UnrealWeapon Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x); origin = level.Vec3Offset(origin,-z-y*4); double a = FRandom[Automag](0,360), s = FRandom[Automag](0,alt?(0.05+invoker.altaccuracy):0.05); - [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); + [x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),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); @@ -352,7 +352,7 @@ Class OLSMP : UnrealWeapon if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading(); Vector3 x, y, z, origin; - [x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x,y,z] = dt_Utility.GetAxes(angle,pitch,roll); origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*4.-z*18.); let c = Spawn("OLSMPMag",origin); c.angle = angle; diff --git a/zscript/peacemaker.zsc b/zscript/peacemaker.zsc index b45ba0d..6b1ecb7 100644 --- a/zscript/peacemaker.zsc +++ b/zscript/peacemaker.zsc @@ -236,7 +236,7 @@ Class PeaceBarrel : Actor A_StartSound("uflak/altfire",CHAN_WEAPON,CHANF_OVERLAP); A_AlertMonsters(); Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 dir = z*1.3; Vector3 origin; switch ( n ) @@ -436,7 +436,7 @@ Class Peacemaker : UnrealWeapon invoker.FireEffect(); A_StartSound("peace/throw",CHAN_WEAPON); Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+y*5-z*3); let p = Spawn("PeaceBarrel",origin); if ( bAlt ) p.bAMBUSH = true; diff --git a/zscript/quadshot.zsc b/zscript/quadshot.zsc index 60e24ee..bf70213 100644 --- a/zscript/quadshot.zsc +++ b/zscript/quadshot.zsc @@ -247,9 +247,9 @@ Class QuadShot : UnrealWeapon return; } Vector3 x, y, z, x2, y2, z2; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-z*2); - [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); + [x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll); double a, s; Vector3 dir; if ( bAlt ) @@ -317,7 +317,7 @@ Class QuadShot : UnrealWeapon action void A_DropShells() { Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),-x*4+y*8-z*8); for ( int i=0; i<(4-invoker.clipcount); i++ ) { diff --git a/zscript/razorjack.zsc b/zscript/razorjack.zsc index e3bf905..1b19d07 100644 --- a/zscript/razorjack.zsc +++ b/zscript/razorjack.zsc @@ -247,7 +247,7 @@ Class Razorjack : UnrealWeapon A_AlertMonsters(); A_QuakeEx(1,1,1,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08); Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = Vec2OffsetZ(0,0,player.viewz); if ( bAlt ) origin = level.Vec3Offset(origin,x*10-y*4-z*5); else origin = level.Vec3Offset(origin,x*10-z*9); diff --git a/zscript/rifle.zsc b/zscript/rifle.zsc index 9a97f87..6f89f7d 100644 --- a/zscript/rifle.zsc +++ b/zscript/rifle.zsc @@ -135,11 +135,11 @@ Class URifle : UnrealWeapon let l = Spawn("SniperLight",pos); l.target = self; Vector3 x, y, z, x2, y2, z2, dir; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x); if ( !zoomed ) origin = level.Vec3Offset(origin,-y*3-z*2); FLineTraceData d; - [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); + [x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll); if ( alt ) dir = dt_Utility.ConeSpread(x2,y2,z2,FRandom[Rifle](0,360),FRandom[Rifle](0.,.25)); else dir = x2; LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); diff --git a/zscript/stinger.zsc b/zscript/stinger.zsc index 3da90b0..9513b5d 100644 --- a/zscript/stinger.zsc +++ b/zscript/stinger.zsc @@ -154,7 +154,7 @@ Class ViewStingerChunk : StingerChunk return; } Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll); + [x, y, z] = dt_Utility.GetAxes(target.angle,target.pitch,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); @@ -598,7 +598,7 @@ Class Stinger : UnrealWeapon if ( !Dampener.Active(self) ) A_AlertMonsters(); A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),5*x-8*y-8*z); Actor p = Spawn("StingerProjectile",origin); p.angle = angle; @@ -642,9 +642,9 @@ Class Stinger : UnrealWeapon if ( !Dampener.Active(self) ) A_AlertMonsters(); A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),5*x-8*y-8*z); - [x, y, z] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,BulletSlope(),roll); Actor p; double a, s; Vector3 dir; diff --git a/zscript/stunner.zsc b/zscript/stunner.zsc index 989ada2..4d06891 100644 --- a/zscript/stunner.zsc +++ b/zscript/stunner.zsc @@ -363,7 +363,7 @@ Class Stunner : UnrealWeapon A_QuakeEx(1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),5+int(1.2*invoker.chargesize),0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05+0.01*invoker.chargesize); A_Overlay(-2,"Null"); Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*10-z*5); let p = Spawn("StunProj",origin); p.angle = angle; diff --git a/zscript/ubiorifle.zsc b/zscript/ubiorifle.zsc index 7be80a5..1daf92d 100644 --- a/zscript/ubiorifle.zsc +++ b/zscript/ubiorifle.zsc @@ -658,7 +658,7 @@ Class UBioRifle : UnrealWeapon else A_QuakeEx(1,1,1,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05); Vector3 x, y, z; double a, s; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-4*y-5*z); Actor p; if ( bAlt ) diff --git a/zscript/ueightball.zsc b/zscript/ueightball.zsc index 195c4b6..86c8a94 100644 --- a/zscript/ueightball.zsc +++ b/zscript/ueightball.zsc @@ -419,9 +419,9 @@ Class Eightball : UnrealWeapon A_QuakeEx(2+num,2+num,2+num,6+num,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1+num*0.05); Vector3 x, y, z, x2, y2, z2; double a, s; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2*z); - [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); + [x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll); Actor p; if ( weap.bAltFire ) { diff --git a/zscript/uflakcannon.zsc b/zscript/uflakcannon.zsc index 63e7f5c..986ade5 100644 --- a/zscript/uflakcannon.zsc +++ b/zscript/uflakcannon.zsc @@ -127,7 +127,7 @@ Class UFlakSlug : FlakSlug Spawn("SlugLight",pos); Vector3 x, y, z; double a, s; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Actor p; Vector3 spawnofs; if ( BlockingMobj ) spawnofs = level.Vec3Diff(pos,BlockingMobj.Vec3Offset(0,0,BlockingMobj.height/2)).unit()*8; @@ -203,9 +203,9 @@ Class UFlakCannon : UnrealWeapon A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05); Vector3 x, y, z; double a, s; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-5*y-4*z); - [x, y, z] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,BulletSlope(),roll); Vector3 offsets[8]; // vanilla adds these to each chunk offsets[0] = (0,0,0); offsets[1] = -z; @@ -261,7 +261,7 @@ Class UFlakCannon : UnrealWeapon A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); Vector3 x, y, z; double a, s; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-5*y-4*z); Actor p = Spawn("UFlakSlug",origin); p.angle = angle; @@ -345,7 +345,7 @@ Class UFlakCannon : UnrealWeapon FLKE S 4 { Vector3 x, y, z, origin; - [x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x,y,z] = dt_Utility.GetAxes(angle,pitch,roll); origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*3.-z*8.); let c = Spawn("UFlakMag",origin); c.angle = angle; diff --git a/zscript/uhealitems.zsc b/zscript/uhealitems.zsc index b37ee0c..6379c63 100644 --- a/zscript/uhealitems.zsc +++ b/zscript/uhealitems.zsc @@ -207,7 +207,7 @@ Class Seeds : UnrealInventory { if ( pickup ) return false; Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(Owner.pitch,Owner.angle,Owner.roll); + [x, y, z] = dt_Utility.GetAxes(Owner.angle,Owner.pitch,Owner.roll); Vector3 origin = level.Vec3Offset(Owner.Vec2OffsetZ(0,0,Owner.player.viewz),x*10-z*8); let a = Spawn("SeedProj",origin); a.target = Owner; diff --git a/zscript/uminigun.zsc b/zscript/uminigun.zsc index 1018170..10b261c 100644 --- a/zscript/uminigun.zsc +++ b/zscript/uminigun.zsc @@ -50,10 +50,10 @@ Class UMinigun : UnrealWeapon l.target = self; if ( !alt ) MinigunLight(l).cnt--; Vector3 x, y, z, x2, y2, z2; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-y*3-z*3); double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,alt?0.05:0.02); - [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); + [x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),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); diff --git a/zscript/unrealcommon.zsc b/zscript/unrealcommon.zsc index b7b1b28..7a08888 100644 --- a/zscript/unrealcommon.zsc +++ b/zscript/unrealcommon.zsc @@ -21,6 +21,7 @@ Class UPlayer : UTPlayer { Default { + Player.ViewHeight 42; Player.StartItem "Automag"; Player.StartItem "DispersionPistol"; Player.StartItem "UMiniAmmo", 30; @@ -843,7 +844,7 @@ Class UnrealInventory : Inventory Vector2 hofs = RotateVector((dropper.radius,0),dropper.angle); SetOrigin(dropper.Vec3Offset(hofs.x,hofs.y,dropper.height*0.5),false); Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(dropper.pitch,dropper.angle,dropper.roll); + [x, y, z] = dt_Utility.GetAxes(dropper.angle,dropper.pitch,dropper.roll); vel = x*12.0; vel.z += 4.0; angle = dropper.angle; diff --git a/zscript/unrealhud.zsc b/zscript/unrealhud.zsc index 19f3243..d50d722 100644 --- a/zscript/unrealhud.zsc +++ b/zscript/unrealhud.zsc @@ -140,6 +140,12 @@ Class UnrealHUD : BaseStatusBar override void Draw( int state, double TicFrac ) { + // make sure vanilla nametags don't display + DetachMessageID(0x5745504e); // WEPN + DetachMessageID(0x53494e56); // SINV + // also try with different endianness, just in case + DetachMessageID(0x4e504557); // WEPN + DetachMessageID(0x564e4953); // SINV Super.Draw(state,TicFrac); FracTic = TicFrac; HudMode = sting_hudmode; @@ -840,12 +846,6 @@ Class UnrealHUD : BaseStatusBar } } lastwep = CPlayer.PendingWeapon; - // make sure vanilla nametags don't display - DetachMessageID(0x5745504e); // WEPN - DetachMessageID(0x53494e56); // SINV - // also try with different endianness, just in case - DetachMessageID(0x4e504557); // WEPN - DetachMessageID(0x564e4953); // SINV vtracer.ignore = CPlayer.mo; vtracer.trace(CPlayer.mo.Vec2OffsetZ(0,0,CPlayer.viewz),CPlayer.mo.CurSector,dt_Utility.Vec3FromAngle(CPlayer.mo.angle,CPlayer.mo.pitch),1000,0); if ( vtracer.Results.HitType != TRACE_HitActor ) return; diff --git a/zscript/utranslocator.zsc b/zscript/utranslocator.zsc index 8cd6432..b316b5d 100644 --- a/zscript/utranslocator.zsc +++ b/zscript/utranslocator.zsc @@ -158,7 +158,7 @@ Class UTranslocator : UnrealWeapon A_StartSound("telehand/throw",CHAN_WEAPON); invoker.FireEffect(); Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + [x, y, z] = dt_Utility.GetAxes(angle,pitch,roll); Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-8*y-12*z); let p = Spawn("UTranslocatorModule",origin); p.target = self;