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

@ -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;