4.10 support:

- CORRECTPIXELSTRETCH where needed on models.
 - Replace CoordUtil.GetAxes with quaternion version.
This commit is contained in:
Marisa the Magician 2022-12-05 16:56:52 +01:00
commit 1c84fc4e88
49 changed files with 151 additions and 147 deletions

View file

@ -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;