4.10 support:
- CORRECTPIXELSTRETCH where needed on models. - Replace CoordUtil.GetAxes with quaternion version.
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249b91e397
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49 changed files with 151 additions and 147 deletions
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@ -308,7 +308,7 @@ Class BigGun : UnrealWeapon
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action void A_Eject()
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{
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Vector3 x, y, z;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),4*x+y*12-z*4);
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let c = Spawn("BigCasing",origin);
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c.vel = x*FRandom[Junk](-1.5,1.5)+y*FRandom[Junk](2,4)+z*FRandom[Junk](-1,2);
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@ -328,11 +328,11 @@ Class BigGun : UnrealWeapon
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UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
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A_QuakeEx(2,2,2,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
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Vector3 x, y, z, x2, y2, z2;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
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vel -= x*(player.onground?9.5:2.5);
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vel.z += (player.onground?2.8:.25);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+y*5-z*1);
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[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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[x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
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double a = FRandom[BigGun](0,360), s = FRandom[BigGun](0,bAlt?0.2:0.05);
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Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
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if ( !invoker.t ) invoker.t = new("BigTracer");
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@ -537,7 +537,7 @@ Class BigGun : UnrealWeapon
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BIGR X 2
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{
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Vector3 x, y, z, origin;
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[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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[x,y,z] = dt_Utility.GetAxes(angle,pitch,roll);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*5.-z*9.);
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let c = Spawn("BigMag",origin);
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c.angle = angle;
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