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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@ -309,7 +309,7 @@ Class DispersionAmmo : Actor
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Vector3 x, y, z, dir;
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double a, s;
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Actor p;
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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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for ( int i=0; i<3; i++ )
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{
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a = FRandom[DPistol](0,360);
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@ -575,7 +575,7 @@ Class DispersionPistol : UnrealWeapon
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if ( !Dampener.Active(self) ) A_AlertMonsters(gameinfo.gametype&GAME_Strife?120:0);
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A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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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),10*x-3*y-3*z);
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Actor p = Spawn(proj,origin);
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p.angle = angle;
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@ -649,7 +649,7 @@ Class DispersionPistol : UnrealWeapon
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int qs = int(1+invoker.chargesize*0.3);
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A_QuakeEx(qs,qs,qs,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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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),10*x-3*y-3*z);
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Actor p = Spawn(proj,origin);
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p.angle = angle;
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