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

@ -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<t.ShootThroughList.Size(); i++ )
@ -448,7 +448,7 @@ Class ImpalerBolt : Actor
pitch = asin(-dir.z);
Vector3 x, y, z, dir;
double a = FRandom[Impaler](0,360), s = FRandom[Impaler](0.,.1);
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 dirto = (0,0,0);
double distto = 0.;
if ( tracer && (Distance3D(tracer) > 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<numpt; i++ )
@ -896,7 +896,7 @@ Class Impaler : UnrealWeapon
double slope = AimLineAttack(angle,DEFMELEERANGE*1.5,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*1.5,slope,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
if ( d.HitType != TRACE_HitNone )