4.10 support:
- CORRECTPIXELSTRETCH where needed on models. - Replace CoordUtil.GetAxes with quaternion version.
This commit is contained in:
parent
249b91e397
commit
1c84fc4e88
49 changed files with 151 additions and 147 deletions
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@ -65,6 +65,7 @@ Model "ASMDBall"
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DONTCULLBACKFACES
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DONTCULLBACKFACES
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USEACTORPITCH
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USEACTORPITCH
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USEACTORROLL
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USEACTORROLL
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CORRECTPIXELSTRETCH
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FrameIndex TAZB A 0 0
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FrameIndex TAZB A 0 0
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}
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}
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@ -130,6 +131,7 @@ Model "ASMDRingTrail"
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PitchOffset 90
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PitchOffset 90
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DONTCULLBACKFACES
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DONTCULLBACKFACES
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USEACTORPITCH
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USEACTORPITCH
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CORRECTPIXELSTRETCH
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FrameIndex RNGX A 0 0
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FrameIndex RNGX A 0 0
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FrameIndex RNGX B 0 1
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FrameIndex RNGX B 0 1
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@ -21,7 +21,8 @@ Model "UCasing"
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USEACTORPITCH
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USEACTORPITCH
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USEACTORROLL
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USEACTORROLL
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USEROTATIONCENTER
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USEROTATIONCENTER
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Rotation-Center 0 0 1
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CORRECTPIXELSTRETCH
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Rotation-Center 0 0 .5
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FrameIndex PCAS A 0 0
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FrameIndex PCAS A 0 0
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}
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}
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@ -36,7 +37,8 @@ Model "AutomagMag"
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USEACTORPITCH
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USEACTORPITCH
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USEACTORROLL
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USEACTORROLL
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USEROTATIONCENTER
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USEROTATIONCENTER
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Rotation-Center 0 0 1
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CORRECTPIXELSTRETCH
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Rotation-Center 0 0 .5
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FrameIndex PCAS A 0 0
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FrameIndex PCAS A 0 0
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}
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}
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@ -26,7 +26,8 @@ Model "BCasing"
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USEACTORPITCH
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USEACTORPITCH
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USEACTORROLL
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USEACTORROLL
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USEROTATIONCENTER
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USEROTATIONCENTER
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Rotation-Center 0 0 1
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CORRECTPIXELSTRETCH
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Rotation-Center 0 0 .5
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FrameIndex PCAS A 0 0
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FrameIndex PCAS A 0 0
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}
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}
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@ -78,7 +78,8 @@ Model "BigCasing"
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USEACTORPITCH
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USEACTORPITCH
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USEACTORROLL
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USEACTORROLL
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USEROTATIONCENTER
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USEROTATIONCENTER
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Rotation-Center 0 0 2
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CORRECTPIXELSTRETCH
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Rotation-Center 0 0 1
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FrameIndex PCAS A 0 0
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FrameIndex PCAS A 0 0
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}
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}
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@ -94,7 +95,8 @@ Model "BigMag"
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USEACTORPITCH
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USEACTORPITCH
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USEACTORROLL
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USEACTORROLL
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USEROTATIONCENTER
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USEROTATIONCENTER
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Rotation-Center 0 0 2.5
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CORRECTPIXELSTRETCH
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Rotation-Center 0 0 1.1
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FrameIndex PCAS A 0 0
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FrameIndex PCAS A 0 0
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}
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}
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@ -50,6 +50,7 @@ Model "DispersionAmmo"
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PITCHFROMMOMENTUM
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PITCHFROMMOMENTUM
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DONTCULLBACKFACES
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DONTCULLBACKFACES
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CORRECTPIXELSTRETCH
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SurfaceSkin 0 0 "sprites/dpistol/DETBA0.png"
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SurfaceSkin 0 0 "sprites/dpistol/DETBA0.png"
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SurfaceSkin 0 1 "ArcB1.png"
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SurfaceSkin 0 1 "ArcB1.png"
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@ -86,6 +87,7 @@ Model "DAmmo2"
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PITCHFROMMOMENTUM
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PITCHFROMMOMENTUM
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DONTCULLBACKFACES
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DONTCULLBACKFACES
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CORRECTPIXELSTRETCH
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SurfaceSkin 0 0 "sprites/dpistol/DETGA0.png"
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SurfaceSkin 0 0 "sprites/dpistol/DETGA0.png"
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SurfaceSkin 0 1 "ArcG1.png"
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SurfaceSkin 0 1 "ArcG1.png"
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@ -122,6 +124,7 @@ Model "DAmmo3"
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PITCHFROMMOMENTUM
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PITCHFROMMOMENTUM
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DONTCULLBACKFACES
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DONTCULLBACKFACES
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CORRECTPIXELSTRETCH
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SurfaceSkin 0 0 "sprites/dpistol/DETYA0.png"
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SurfaceSkin 0 0 "sprites/dpistol/DETYA0.png"
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SurfaceSkin 0 1 "ArcY1.png"
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SurfaceSkin 0 1 "ArcY1.png"
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@ -158,6 +161,7 @@ Model "DAmmo4"
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PITCHFROMMOMENTUM
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PITCHFROMMOMENTUM
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DONTCULLBACKFACES
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DONTCULLBACKFACES
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CORRECTPIXELSTRETCH
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SurfaceSkin 0 0 "sprites/dpistol/DETOA0.png"
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SurfaceSkin 0 0 "sprites/dpistol/DETOA0.png"
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SurfaceSkin 0 1 "ArcO1.png"
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SurfaceSkin 0 1 "ArcO1.png"
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@ -194,6 +198,7 @@ Model "DAmmo5"
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PITCHFROMMOMENTUM
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PITCHFROMMOMENTUM
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DONTCULLBACKFACES
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DONTCULLBACKFACES
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CORRECTPIXELSTRETCH
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SurfaceSkin 0 0 "sprites/dpistol/DETRA0.png"
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SurfaceSkin 0 0 "sprites/dpistol/DETRA0.png"
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SurfaceSkin 0 1 "ArcR1.png"
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SurfaceSkin 0 1 "ArcR1.png"
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@ -56,6 +56,7 @@ Model "URocket"
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Offset 5 0 0
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Offset 5 0 0
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Scale 0.05 0.05 0.05
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Scale 0.05 0.05 0.05
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USEACTORPITCH
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USEACTORPITCH
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CORRECTPIXELSTRETCH
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FrameIndex RCKT A 0 1
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FrameIndex RCKT A 0 1
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FrameIndex RCKT B 0 2
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FrameIndex RCKT B 0 2
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@ -71,6 +72,7 @@ Model "UGrenade"
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Offset -2 0 0
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Offset -2 0 0
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Scale 0.05 0.05 0.05
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Scale 0.05 0.05 0.05
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USEACTORPITCH
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USEACTORPITCH
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CORRECTPIXELSTRETCH
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FrameIndex RCKT A 0 0
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FrameIndex RCKT A 0 0
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}
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}
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@ -156,4 +158,4 @@ Model "Eightball"
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FrameIndex EBLF F 0 62
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FrameIndex EBLF F 0 62
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FrameIndex EBLF G 0 63
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FrameIndex EBLF G 0 63
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FrameIndex EBLF H 0 64
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FrameIndex EBLF H 0 64
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}
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}
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@ -5,10 +5,11 @@ Model "UPlayerFemale1"
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SurfaceSkin 0 0 "Female1/Gina.png"
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SurfaceSkin 0 0 "Female1/Gina.png"
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SurfaceSkin 0 1 "GunPick1.png"
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SurfaceSkin 0 1 "GunPick1.png"
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Scale 0.2 0.2 0.2
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Scale 0.2 0.2 0.2
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Offset -1.5 0 32
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Offset -1.5 0 27
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RollOffset -90
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RollOffset -90
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AngleOffset -90
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AngleOffset -90
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IGNORETRANSLATION
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IGNORETRANSLATION
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CORRECTPIXELSTRETCH
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// Still
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// Still
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FrameIndex PLAY A 0 512
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FrameIndex PLAY A 0 512
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FrameIndex PLAY B 0 513
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FrameIndex PLAY B 0 513
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@ -5,10 +5,11 @@ Model "UPlayerFemale2"
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SurfaceSkin 0 0 "Female2/Sonya.png"
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SurfaceSkin 0 0 "Female2/Sonya.png"
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SurfaceSkin 0 1 "GunPick1.png"
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SurfaceSkin 0 1 "GunPick1.png"
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Scale 0.2 0.2 0.2
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Scale 0.2 0.2 0.2
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Offset -1.5 0 32
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Offset -1.5 0 27
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RollOffset -90
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RollOffset -90
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AngleOffset -90
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AngleOffset -90
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IGNORETRANSLATION
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IGNORETRANSLATION
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CORRECTPIXELSTRETCH
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// Still
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// Still
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FrameIndex PLAY A 0 512
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FrameIndex PLAY A 0 512
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FrameIndex PLAY B 0 513
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FrameIndex PLAY B 0 513
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@ -7,6 +7,7 @@ Model "UFireball"
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Scale 0.04 0.04 0.04
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Scale 0.04 0.04 0.04
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Offset -4 0 0
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Offset -4 0 0
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PITCHFROMMOMENTUM
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PITCHFROMMOMENTUM
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CORRECTPIXELSTRETCH
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FrameIndex FIRB A 0 1
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FrameIndex FIRB A 0 1
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FrameIndex FIRB B 0 2
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FrameIndex FIRB B 0 2
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@ -29,6 +30,7 @@ Model "UFireball2"
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Scale 0.05 0.05 0.05
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Scale 0.05 0.05 0.05
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Offset -5 0 0
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Offset -5 0 0
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PITCHFROMMOMENTUM
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PITCHFROMMOMENTUM
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CORRECTPIXELSTRETCH
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FrameIndex FIRB A 0 1
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FrameIndex FIRB A 0 1
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FrameIndex FIRB B 0 2
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FrameIndex FIRB B 0 2
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@ -51,6 +53,7 @@ Model "UFireballEmber"
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Scale 0.02 0.02 0.02
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Scale 0.02 0.02 0.02
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Offset -2 0 0
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Offset -2 0 0
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PITCHFROMMOMENTUM
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PITCHFROMMOMENTUM
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CORRECTPIXELSTRETCH
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FrameIndex FIRB A 0 1
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FrameIndex FIRB A 0 1
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FrameIndex FIRB B 0 2
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FrameIndex FIRB B 0 2
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@ -5,6 +5,7 @@ Model "SMiniShell"
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Skin 0 "jsshell.png"
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Skin 0 "jsshell.png"
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PitchOffset 90
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PitchOffset 90
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PITCHFROMMOMENTUM
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PITCHFROMMOMENTUM
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CORRECTPIXELSTRETCH
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Scale -0.04 0.02 0.02
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Scale -0.04 0.02 0.02
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FrameIndex SMIS A 0 0
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FrameIndex SMIS A 0 0
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@ -97,6 +97,7 @@ Model "ImpalerChunk"
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Scale 0.4 0.4 0.4
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Scale 0.4 0.4 0.4
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USEACTORPITCH
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USEACTORPITCH
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USEACTORROLL
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USEACTORROLL
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CORRECTPIXELSTRETCH
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FrameIndex CHIP A 0 0
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FrameIndex CHIP A 0 0
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FrameIndex CHIP B 0 1
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FrameIndex CHIP B 0 1
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@ -117,6 +118,7 @@ Model "ImpalerProjectile"
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Scale 0.15 0.15 0.15
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Scale 0.15 0.15 0.15
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PITCHFROMMOMENTUM
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PITCHFROMMOMENTUM
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USEACTORROLL
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USEACTORROLL
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CORRECTPIXELSTRETCH
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FrameIndex TPRJ A 0 0
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FrameIndex TPRJ A 0 0
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}
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}
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@ -126,6 +128,7 @@ Model "Impaler"
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Path "models"
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Path "models"
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Model 1 "ImpalerPickup_d.3d"
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Model 1 "ImpalerPickup_d.3d"
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Skin 1 "JImpale1_.png"
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Skin 1 "JImpale1_.png"
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CORRECTPIXELSTRETCH
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Offset 6 0 4.5
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Offset 6 0 4.5
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PitchOffset -5
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PitchOffset -5
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RollOffset 45
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RollOffset 45
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@ -5,10 +5,11 @@ Model "UPlayerMale1"
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SurfaceSkin 0 0 "Male1/Kurgan.png"
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SurfaceSkin 0 0 "Male1/Kurgan.png"
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SurfaceSkin 0 1 "GunPick1.png"
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SurfaceSkin 0 1 "GunPick1.png"
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Scale 0.2 0.2 0.2
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Scale 0.2 0.2 0.2
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Offset 2.5 7 25
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Offset 2.5 7 21
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RollOffset -90
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RollOffset -90
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AngleOffset -90
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AngleOffset -90
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IGNORETRANSLATION
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IGNORETRANSLATION
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CORRECTPIXELSTRETCH
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// Still
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// Still
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FrameIndex PLAY A 0 480
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FrameIndex PLAY A 0 480
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FrameIndex PLAY B 0 481
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FrameIndex PLAY B 0 481
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@ -5,10 +5,11 @@ Model "UPlayerMale2"
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SurfaceSkin 0 0 "Male2/Ash.png"
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SurfaceSkin 0 0 "Male2/Ash.png"
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SurfaceSkin 0 1 "GunPick1.png"
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SurfaceSkin 0 1 "GunPick1.png"
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Scale 0.2 0.2 0.2
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Scale 0.2 0.2 0.2
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Offset 2.5 -7 25
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Offset 2.5 -7 21
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RollOffset -90
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RollOffset -90
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AngleOffset -90
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AngleOffset -90
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IGNORETRANSLATION
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IGNORETRANSLATION
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CORRECTPIXELSTRETCH
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// Still
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// Still
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FrameIndex PLAY A 0 480
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FrameIndex PLAY A 0 480
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FrameIndex PLAY B 0 481
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FrameIndex PLAY B 0 481
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@ -5,10 +5,11 @@ Model "UPlayerMale3"
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SurfaceSkin 0 0 "Male3/Dante.png"
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SurfaceSkin 0 0 "Male3/Dante.png"
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SurfaceSkin 0 1 "GunPick1.png"
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SurfaceSkin 0 1 "GunPick1.png"
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Scale 0.2 0.2 0.2
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Scale 0.2 0.2 0.2
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Offset 2.5 -7 25
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Offset 2.5 -7 21
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RollOffset -90
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RollOffset -90
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AngleOffset -90
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AngleOffset -90
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IGNORETRANSLATION
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IGNORETRANSLATION
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CORRECTPIXELSTRETCH
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// Still
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// Still
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FrameIndex PLAY A 0 480
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FrameIndex PLAY A 0 480
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FrameIndex PLAY B 0 481
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FrameIndex PLAY B 0 481
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@ -63,7 +63,8 @@ Model "OLSMPMag"
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USEACTORPITCH
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USEACTORPITCH
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USEACTORROLL
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USEACTORROLL
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USEROTATIONCENTER
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USEROTATIONCENTER
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Rotation-Center 0 0 1
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CORRECTPIXELSTRETCH
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Rotation-Center 0 0 .5
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FrameIndex PCAS A 0 0
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FrameIndex PCAS A 0 0
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}
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}
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@ -7,6 +7,7 @@ Model "Peacerocket"
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Scale 0.16 0.16 0.16
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Scale 0.16 0.16 0.16
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USEACTORPITCH
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USEACTORPITCH
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USEACTORROLL
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USEACTORROLL
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CORRECTPIXELSTRETCH
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FrameIndex PEMR A 0 0
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FrameIndex PEMR A 0 0
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}
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}
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@ -19,6 +20,7 @@ Model "PeaceFragment"
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Scale 0.1 0.1 0.1
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Scale 0.1 0.1 0.1
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USEACTORPITCH
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USEACTORPITCH
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USEACTORROLL
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USEACTORROLL
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CORRECTPIXELSTRETCH
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FrameIndex CHIP A 0 0
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FrameIndex CHIP A 0 0
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FrameIndex CHIP B 0 1
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FrameIndex CHIP B 0 1
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@ -81,6 +83,7 @@ Model "Peacemaker"
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Path "models"
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Path "models"
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Model 1 "peacepick_d.3d"
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Model 1 "peacepick_d.3d"
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Skin 1 "Jpeacehand1_.png"
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Skin 1 "Jpeacehand1_.png"
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CORRECTPIXELSTRETCH
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RollOffset 90 // normally upright, but it's easier to tell apart from a deployed one this way
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RollOffset 90 // normally upright, but it's easier to tell apart from a deployed one this way
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ZOffset 5
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ZOffset 5
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Scale 0.16 -0.16 0.16
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Scale 0.16 -0.16 0.16
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@ -33,7 +33,8 @@ Model "QCasing"
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USEACTORPITCH
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USEACTORPITCH
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USEACTORROLL
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USEACTORROLL
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USEROTATIONCENTER
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USEROTATIONCENTER
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Rotation-Center 0 0 1
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CORRECTPIXELSTRETCH
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Rotation-Center 0 0 .5
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FrameIndex PCAS A 0 0
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FrameIndex PCAS A 0 0
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}
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}
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@ -17,6 +17,7 @@ Model "RazorBlade"
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SurfaceSkin 0 1 "JRazor1.png"
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SurfaceSkin 0 1 "JRazor1.png"
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USEACTORPITCH
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USEACTORPITCH
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USEACTORROLL
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USEACTORROLL
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CORRECTPIXELSTRETCH
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ROTATING
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ROTATING
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AngleOffset 90
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AngleOffset 90
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Scale 0.08 0.08 0.08
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Scale 0.08 0.08 0.08
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@ -39,6 +40,7 @@ Model "RazorBladeTrail"
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DONTCULLBACKFACES
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DONTCULLBACKFACES
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USEACTORPITCH
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USEACTORPITCH
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USEACTORROLL
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USEACTORROLL
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CORRECTPIXELSTRETCH
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AngleOffset 90
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AngleOffset 90
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Scale 0.08 0.08 0.08
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Scale 0.08 0.08 0.08
|
||||||
|
|
||||||
|
|
@ -50,6 +52,7 @@ Model "Razorjack"
|
||||||
Path "models"
|
Path "models"
|
||||||
Model 1 "RazPick_d.3d"
|
Model 1 "RazPick_d.3d"
|
||||||
Skin 1 "JRazor1_.png"
|
Skin 1 "JRazor1_.png"
|
||||||
|
CORRECTPIXELSTRETCH
|
||||||
RollOffset -8
|
RollOffset -8
|
||||||
AngleOffset 90
|
AngleOffset 90
|
||||||
ZOffset 2
|
ZOffset 2
|
||||||
|
|
|
||||||
|
|
@ -45,6 +45,7 @@ Model "StingerProjectile"
|
||||||
AngleOffset -90
|
AngleOffset -90
|
||||||
PITCHFROMMOMENTUM
|
PITCHFROMMOMENTUM
|
||||||
USEACTORROLL
|
USEACTORROLL
|
||||||
|
CORRECTPIXELSTRETCH
|
||||||
|
|
||||||
FrameIndex TPRJ A 0 0
|
FrameIndex TPRJ A 0 0
|
||||||
}
|
}
|
||||||
|
|
@ -57,6 +58,7 @@ Model "StingerChunk"
|
||||||
Scale 0.2 0.2 0.2
|
Scale 0.2 0.2 0.2
|
||||||
USEACTORPITCH
|
USEACTORPITCH
|
||||||
USEACTORROLL
|
USEACTORROLL
|
||||||
|
CORRECTPIXELSTRETCH
|
||||||
|
|
||||||
FrameIndex CHIP A 0 0
|
FrameIndex CHIP A 0 0
|
||||||
FrameIndex CHIP B 0 1
|
FrameIndex CHIP B 0 1
|
||||||
|
|
@ -76,6 +78,7 @@ Model "ViewStingerChunk"
|
||||||
Scale 0.08 0.08 0.08
|
Scale 0.08 0.08 0.08
|
||||||
USEACTORPITCH
|
USEACTORPITCH
|
||||||
USEACTORROLL
|
USEACTORROLL
|
||||||
|
CORRECTPIXELSTRETCH
|
||||||
|
|
||||||
FrameIndex CHIP A 0 0
|
FrameIndex CHIP A 0 0
|
||||||
FrameIndex CHIP B 0 1
|
FrameIndex CHIP B 0 1
|
||||||
|
|
@ -108,26 +111,6 @@ Model "Stinger"
|
||||||
Scale 0.06 0.06 0.06
|
Scale 0.06 0.06 0.06
|
||||||
PitchOffset 0
|
PitchOffset 0
|
||||||
FrameIndex STFF D 2 0
|
FrameIndex STFF D 2 0
|
||||||
/* Path "models"
|
|
||||||
Model 2 "StingerM_d.3d"
|
|
||||||
SurfaceSkin 2 0 "FireEffect18.png"
|
|
||||||
Scale 0.05 -0.05 0.05
|
|
||||||
AngleOffset 90
|
|
||||||
Offset -4.5 -6.25 -6
|
|
||||||
DONTCULLBACKFACES
|
|
||||||
|
|
||||||
// Fire
|
|
||||||
FrameIndex STFF A 2 33
|
|
||||||
FrameIndex STFF B 2 34
|
|
||||||
FrameIndex STFF C 2 35
|
|
||||||
// Hold
|
|
||||||
FrameIndex STFH A 2 36
|
|
||||||
FrameIndex STFH B 2 37
|
|
||||||
FrameIndex STFH C 2 38
|
|
||||||
FrameIndex STFH D 2 39
|
|
||||||
FrameIndex STFH E 2 40
|
|
||||||
FrameIndex STFH F 2 41
|
|
||||||
FrameIndex STFH G 2 42*/
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Model "Stinger"
|
Model "Stinger"
|
||||||
|
|
|
||||||
|
|
@ -23,6 +23,7 @@ Model "StunTrail"
|
||||||
DONTCULLBACKFACES
|
DONTCULLBACKFACES
|
||||||
USEACTORPITCH
|
USEACTORPITCH
|
||||||
USEACTORROLL
|
USEACTORROLL
|
||||||
|
CORRECTPIXELSTRETCH
|
||||||
|
|
||||||
FrameIndex FATR A 0 11
|
FrameIndex FATR A 0 11
|
||||||
FrameIndex FATR B 0 12
|
FrameIndex FATR B 0 12
|
||||||
|
|
@ -188,4 +189,4 @@ Model "Stunner"
|
||||||
FrameIndex STR2 C 0 84
|
FrameIndex STR2 C 0 84
|
||||||
FrameIndex STR2 D 0 85
|
FrameIndex STR2 D 0 85
|
||||||
FrameIndex STR2 E 0 86
|
FrameIndex STR2 E 0 86
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -18,6 +18,7 @@ Model "UFlakAmmo"
|
||||||
Scale 0.2 0.2 0.2
|
Scale 0.2 0.2 0.2
|
||||||
ZOffset 2
|
ZOffset 2
|
||||||
RollOffset -90
|
RollOffset -90
|
||||||
|
CORRECTPIXELSTRETCH
|
||||||
|
|
||||||
FrameIndex FAMO B 0 0
|
FrameIndex FAMO B 0 0
|
||||||
}
|
}
|
||||||
|
|
@ -32,7 +33,8 @@ Model "UFlakChunk"
|
||||||
USEACTORPITCH
|
USEACTORPITCH
|
||||||
USEACTORROLL
|
USEACTORROLL
|
||||||
USEROTATIONCENTER
|
USEROTATIONCENTER
|
||||||
Rotation-Center 0 0 2
|
CORRECTPIXELSTRETCH
|
||||||
|
Rotation-Center 0 0 1
|
||||||
|
|
||||||
FrameIndex FCH1 A 0 0
|
FrameIndex FCH1 A 0 0
|
||||||
FrameIndex FCH2 A 0 1
|
FrameIndex FCH2 A 0 1
|
||||||
|
|
@ -48,6 +50,7 @@ Model "UFlakSlug"
|
||||||
Scale 0.2 0.2 0.2
|
Scale 0.2 0.2 0.2
|
||||||
AngleOffset 90
|
AngleOffset 90
|
||||||
USEACTORPITCH
|
USEACTORPITCH
|
||||||
|
CORRECTPIXELSTRETCH
|
||||||
|
|
||||||
FrameIndex FSLG A 0 0
|
FrameIndex FSLG A 0 0
|
||||||
}
|
}
|
||||||
|
|
@ -63,7 +66,8 @@ Model "UFlakMag"
|
||||||
USEACTORPITCH
|
USEACTORPITCH
|
||||||
USEACTORROLL
|
USEACTORROLL
|
||||||
USEROTATIONCENTER
|
USEROTATIONCENTER
|
||||||
Rotation-Center 0 0 1
|
CORRECTPIXELSTRETCH
|
||||||
|
Rotation-Center 0 0 .5
|
||||||
|
|
||||||
FrameIndex PCAS A 0 0
|
FrameIndex PCAS A 0 0
|
||||||
}
|
}
|
||||||
|
|
@ -94,37 +98,6 @@ Model "UFlakCannon"
|
||||||
Offset -11 -28 -9
|
Offset -11 -28 -9
|
||||||
|
|
||||||
FrameIndex FMUZ A 2 0
|
FrameIndex FMUZ A 2 0
|
||||||
/* Path "models"
|
|
||||||
Model 2 "flak_d.3d"
|
|
||||||
SurfaceSkin 2 0 "FireEffect13.png"
|
|
||||||
Scale 0.1 -0.1 0.1
|
|
||||||
AngleOffset -90
|
|
||||||
Offset -7 -9.7 -5.8
|
|
||||||
DONTCULLBACKFACES
|
|
||||||
|
|
||||||
// Fire
|
|
||||||
FrameIndex FLFF A 2 46
|
|
||||||
FrameIndex FLFF B 2 47
|
|
||||||
FrameIndex FLFF C 2 48
|
|
||||||
FrameIndex FLFF D 2 49
|
|
||||||
FrameIndex FLFF E 2 50
|
|
||||||
FrameIndex FLFF F 2 51
|
|
||||||
FrameIndex FLFF G 2 52
|
|
||||||
FrameIndex FLFF H 2 53
|
|
||||||
FrameIndex FLFF I 2 54
|
|
||||||
FrameIndex FLFF J 2 55
|
|
||||||
// AltFire
|
|
||||||
FrameIndex FLFA A 2 56
|
|
||||||
FrameIndex FLFA B 2 57
|
|
||||||
FrameIndex FLFA C 2 58
|
|
||||||
FrameIndex FLFA D 2 59
|
|
||||||
FrameIndex FLFA E 2 60
|
|
||||||
FrameIndex FLFA F 2 61
|
|
||||||
FrameIndex FLFA G 2 62
|
|
||||||
FrameIndex FLFA H 2 63
|
|
||||||
FrameIndex FLFA I 2 64
|
|
||||||
FrameIndex FLFA J 2 65
|
|
||||||
FrameIndex FLFA K 2 66*/
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Model "UFlakCannon"
|
Model "UFlakCannon"
|
||||||
|
|
|
||||||
|
|
@ -39,6 +39,7 @@ Model "AsbestosSuit"
|
||||||
Path "models"
|
Path "models"
|
||||||
Model 0 "Suit_d.3d"
|
Model 0 "Suit_d.3d"
|
||||||
Skin 0 "Asuit1.png"
|
Skin 0 "Asuit1.png"
|
||||||
|
CORRECTPIXELSTRETCH
|
||||||
RollOffset 90
|
RollOffset 90
|
||||||
AngleOffset -90
|
AngleOffset -90
|
||||||
ZOffset 17
|
ZOffset 17
|
||||||
|
|
@ -52,6 +53,7 @@ Model "ToxinSuit"
|
||||||
Path "models"
|
Path "models"
|
||||||
Model 0 "ToxSuit_d.3d"
|
Model 0 "ToxSuit_d.3d"
|
||||||
Skin 0 "AToxSuit1.png"
|
Skin 0 "AToxSuit1.png"
|
||||||
|
CORRECTPIXELSTRETCH
|
||||||
RollOffset 90
|
RollOffset 90
|
||||||
AngleOffset -90
|
AngleOffset -90
|
||||||
ZOffset 17
|
ZOffset 17
|
||||||
|
|
@ -331,6 +333,9 @@ Model "SeedProj"
|
||||||
ZOffset 1
|
ZOffset 1
|
||||||
Scale 0.08 -0.08 0.08
|
Scale 0.08 -0.08 0.08
|
||||||
USEACTORPITCH
|
USEACTORPITCH
|
||||||
|
CORRECTPIXELSTRETCH
|
||||||
|
USEROTATIONCENTER
|
||||||
|
Rotation-Center 0 0 .5
|
||||||
|
|
||||||
FrameIndex SEED A 0 0
|
FrameIndex SEED A 0 0
|
||||||
}
|
}
|
||||||
|
|
@ -341,6 +346,7 @@ Model "Flare"
|
||||||
Model 0 "FlareM_d.3d"
|
Model 0 "FlareM_d.3d"
|
||||||
SurfaceSkin 0 1 "Jmisc1_.png"
|
SurfaceSkin 0 1 "Jmisc1_.png"
|
||||||
Offset 4 0 2
|
Offset 4 0 2
|
||||||
|
CORRECTPIXELSTRETCH
|
||||||
PitchOffset 90
|
PitchOffset 90
|
||||||
AngleOffset 180
|
AngleOffset 180
|
||||||
Scale 0.04 -0.04 0.04
|
Scale 0.04 -0.04 0.04
|
||||||
|
|
@ -359,6 +365,7 @@ Model "FlareThrown"
|
||||||
Scale 0.04 -0.04 0.04
|
Scale 0.04 -0.04 0.04
|
||||||
USEACTORPITCH
|
USEACTORPITCH
|
||||||
USEROTATIONCENTER
|
USEROTATIONCENTER
|
||||||
|
CORRECTPIXELSTRETCH
|
||||||
Rotation-Center 0 0 1
|
Rotation-Center 0 0 1
|
||||||
|
|
||||||
FrameIndex FLAR A 0 0
|
FrameIndex FLAR A 0 0
|
||||||
|
|
@ -376,6 +383,7 @@ Model "FlareThrownX"
|
||||||
USEACTORPITCH
|
USEACTORPITCH
|
||||||
DONTCULLBACKFACES
|
DONTCULLBACKFACES
|
||||||
USEROTATIONCENTER
|
USEROTATIONCENTER
|
||||||
|
CORRECTPIXELSTRETCH
|
||||||
Rotation-Center 0 0 1
|
Rotation-Center 0 0 1
|
||||||
|
|
||||||
FrameIndex FLAR A 0 1
|
FrameIndex FLAR A 0 1
|
||||||
|
|
@ -391,6 +399,7 @@ Model "LightFlareThrown"
|
||||||
Scale 0.1 -0.1 0.1
|
Scale 0.1 -0.1 0.1
|
||||||
USEACTORPITCH
|
USEACTORPITCH
|
||||||
USEROTATIONCENTER
|
USEROTATIONCENTER
|
||||||
|
CORRECTPIXELSTRETCH
|
||||||
Rotation-Center 0 0 1
|
Rotation-Center 0 0 1
|
||||||
|
|
||||||
FrameIndex FLAR A 0 0
|
FrameIndex FLAR A 0 0
|
||||||
|
|
@ -405,6 +414,7 @@ Model "DarkFlareThrown"
|
||||||
Scale 0.1 -0.1 0.1
|
Scale 0.1 -0.1 0.1
|
||||||
USEACTORPITCH
|
USEACTORPITCH
|
||||||
USEROTATIONCENTER
|
USEROTATIONCENTER
|
||||||
|
CORRECTPIXELSTRETCH
|
||||||
Rotation-Center 0 0 1
|
Rotation-Center 0 0 1
|
||||||
|
|
||||||
FrameIndex FLAR A 0 0
|
FrameIndex FLAR A 0 0
|
||||||
|
|
@ -572,6 +582,7 @@ Model "SentryFragment"
|
||||||
Scale 0.1 0.1 0.1
|
Scale 0.1 0.1 0.1
|
||||||
USEACTORPITCH
|
USEACTORPITCH
|
||||||
USEACTORROLL
|
USEACTORROLL
|
||||||
|
CORRECTPIXELSTRETCH
|
||||||
|
|
||||||
FrameIndex CHIP A 0 0
|
FrameIndex CHIP A 0 0
|
||||||
FrameIndex CHIP B 0 1
|
FrameIndex CHIP B 0 1
|
||||||
|
|
@ -769,6 +780,7 @@ Model "MotionDetector"
|
||||||
Model 0 "DetectorMesh_d.3d"
|
Model 0 "DetectorMesh_d.3d"
|
||||||
Skin 0 "JDetector.png"
|
Skin 0 "JDetector.png"
|
||||||
Scale 0.08 -0.08 0.08
|
Scale 0.08 -0.08 0.08
|
||||||
|
CORRECTPIXELSTRETCH
|
||||||
PitchOffset 3
|
PitchOffset 3
|
||||||
ZOffset 3
|
ZOffset 3
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,4 @@
|
||||||
version "4.9"
|
version "4.10"
|
||||||
|
|
||||||
#include "zscript/unrealcommon.zsc"
|
#include "zscript/unrealcommon.zsc"
|
||||||
#include "zscript/dispersionpistol.zsc"
|
#include "zscript/dispersionpistol.zsc"
|
||||||
|
|
|
||||||
|
|
@ -270,7 +270,7 @@ Class ViewASMDSpark : ShockSpark
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
Vector3 x, y, z;
|
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);
|
Vector3 origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),x*ofs.x+y*ofs.y+z*ofs.z);
|
||||||
SetOrigin(origin,true);
|
SetOrigin(origin,true);
|
||||||
bInvisible = (players[consoleplayer].camera != target);
|
bInvisible = (players[consoleplayer].camera != target);
|
||||||
|
|
@ -392,7 +392,7 @@ Class ASMDBall : Actor
|
||||||
for ( int i=0; i<6; i++ )
|
for ( int i=0; i<6; i++ )
|
||||||
{
|
{
|
||||||
Vector3 x, y, z;
|
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);
|
double a = FRandom[ASMD](0,360), s = FRandom[ASMD](0,0.15);
|
||||||
Vector3 dir;
|
Vector3 dir;
|
||||||
switch (i)
|
switch (i)
|
||||||
|
|
@ -671,7 +671,7 @@ Class ASMD : UnrealWeapon
|
||||||
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
||||||
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||||
Vector3 x, y, z;
|
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);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2.9*y-2.5*z);
|
||||||
Actor p = Spawn("ASMDBeam",origin);
|
Actor p = Spawn("ASMDBeam",origin);
|
||||||
p.angle = angle;
|
p.angle = angle;
|
||||||
|
|
@ -702,7 +702,7 @@ Class ASMD : UnrealWeapon
|
||||||
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
||||||
A_QuakeEx(1,1,1,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
A_QuakeEx(1,1,1,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||||
Vector3 x, y, z;
|
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);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2.9*y-2.5*z);
|
||||||
Actor p = Spawn("ASMDBall",origin);
|
Actor p = Spawn("ASMDBall",origin);
|
||||||
p.angle = angle;
|
p.angle = angle;
|
||||||
|
|
|
||||||
|
|
@ -191,14 +191,14 @@ Class Automag : UnrealWeapon
|
||||||
A_OverlayRenderstyle(-2,STYLE_Add);
|
A_OverlayRenderstyle(-2,STYLE_Add);
|
||||||
}
|
}
|
||||||
Vector3 x, y, z, x2, y2, z2;
|
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);
|
||||||
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
|
||||||
int ydir = slave?1:-1;
|
int ydir = slave?1:-1;
|
||||||
if ( alt ) origin = level.Vec3Offset(origin,-z*3+ydir*y);
|
if ( alt ) origin = level.Vec3Offset(origin,-z*3+ydir*y);
|
||||||
else origin = level.Vec3Offset(origin,-z+ydir*y*4);
|
else origin = level.Vec3Offset(origin,-z+ydir*y*4);
|
||||||
double a = FRandom[Automag](0,360), s = FRandom[Automag](0,alt?invoker.altaccuracy:0.01);
|
double a = FRandom[Automag](0,360), s = FRandom[Automag](0,alt?invoker.altaccuracy:0.01);
|
||||||
if ( invoker.Amount > 1 ) s *= 1.6;
|
if ( invoker.Amount > 1 ) s *= 1.6;
|
||||||
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
|
[x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
|
||||||
Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
|
Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
|
||||||
FLineTraceData d;
|
FLineTraceData d;
|
||||||
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
|
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
|
||||||
|
|
@ -550,7 +550,7 @@ Class Automag : UnrealWeapon
|
||||||
UTPlayer(self).PlayReloading();
|
UTPlayer(self).PlayReloading();
|
||||||
invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount<invoker.default.slaveclipcount)&&(invoker.Ammo1.Amount>0));
|
invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount<invoker.default.slaveclipcount)&&(invoker.Ammo1.Amount>0));
|
||||||
Vector3 x, y, z, origin;
|
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*4.-y*4.-z*8.);
|
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*4.-z*8.);
|
||||||
let c = Spawn("AutomagMag",origin);
|
let c = Spawn("AutomagMag",origin);
|
||||||
c.angle = angle;
|
c.angle = angle;
|
||||||
|
|
@ -586,7 +586,7 @@ Class Automag : UnrealWeapon
|
||||||
UTPlayer(self).PlayReloading();
|
UTPlayer(self).PlayReloading();
|
||||||
invoker.slavereload = false;
|
invoker.slavereload = false;
|
||||||
Vector3 x, y, z, origin;
|
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*4.+y*4.-z*8.);
|
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*4.-z*8.);
|
||||||
let c = Spawn("AutomagMag",origin);
|
let c = Spawn("AutomagMag",origin);
|
||||||
c.angle = angle;
|
c.angle = angle;
|
||||||
|
|
|
||||||
|
|
@ -264,14 +264,14 @@ Class Betamag : UnrealWeapon
|
||||||
A_OverlayRenderstyle(-2,STYLE_Add);
|
A_OverlayRenderstyle(-2,STYLE_Add);
|
||||||
}
|
}
|
||||||
Vector3 x, y, z, x2, y2, z2;
|
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);
|
||||||
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
|
||||||
int ydir = slave?1:-1;
|
int ydir = slave?1:-1;
|
||||||
if ( alt ) origin = level.Vec3Offset(origin,-z*2.5+ydir*y*1.5);
|
if ( alt ) origin = level.Vec3Offset(origin,-z*2.5+ydir*y*1.5);
|
||||||
else origin = level.Vec3Offset(origin,-z*1.5+ydir*y*2);
|
else origin = level.Vec3Offset(origin,-z*1.5+ydir*y*2);
|
||||||
double a = FRandom[Betamag](0,360), s = FRandom[Betamag](0,alt?invoker.altaccuracy:0.);
|
double a = FRandom[Betamag](0,360), s = FRandom[Betamag](0,alt?invoker.altaccuracy:0.);
|
||||||
if ( invoker.Amount > 1 ) s = s*2.+FRandom[Betamag](0,0.01);
|
if ( invoker.Amount > 1 ) s = s*2.+FRandom[Betamag](0,0.01);
|
||||||
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
|
[x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
|
||||||
Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
|
Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
|
||||||
FLineTraceData d;
|
FLineTraceData d;
|
||||||
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
|
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
|
||||||
|
|
|
||||||
|
|
@ -308,7 +308,7 @@ Class BigGun : UnrealWeapon
|
||||||
action void A_Eject()
|
action void A_Eject()
|
||||||
{
|
{
|
||||||
Vector3 x, y, z;
|
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);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),4*x+y*12-z*4);
|
||||||
let c = Spawn("BigCasing",origin);
|
let c = Spawn("BigCasing",origin);
|
||||||
c.vel = x*FRandom[Junk](-1.5,1.5)+y*FRandom[Junk](2,4)+z*FRandom[Junk](-1,2);
|
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);
|
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
|
||||||
A_QuakeEx(2,2,2,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
|
A_QuakeEx(2,2,2,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
|
||||||
Vector3 x, y, z, x2, y2, z2;
|
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 -= x*(player.onground?9.5:2.5);
|
||||||
vel.z += (player.onground?2.8:.25);
|
vel.z += (player.onground?2.8:.25);
|
||||||
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+y*5-z*1);
|
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);
|
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);
|
Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
|
||||||
if ( !invoker.t ) invoker.t = new("BigTracer");
|
if ( !invoker.t ) invoker.t = new("BigTracer");
|
||||||
|
|
@ -537,7 +537,7 @@ Class BigGun : UnrealWeapon
|
||||||
BIGR X 2
|
BIGR X 2
|
||||||
{
|
{
|
||||||
Vector3 x, y, z, origin;
|
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.);
|
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*5.-z*9.);
|
||||||
let c = Spawn("BigMag",origin);
|
let c = Spawn("BigMag",origin);
|
||||||
c.angle = angle;
|
c.angle = angle;
|
||||||
|
|
|
||||||
|
|
@ -49,7 +49,7 @@ Class Bonesaw : UnrealWeapon
|
||||||
double slope = AimLineAttack(angle,DEFMELEERANGE,t,0.,ALF_CHECK3D);
|
double slope = AimLineAttack(angle,DEFMELEERANGE,t,0.,ALF_CHECK3D);
|
||||||
FLineTraceData d;
|
FLineTraceData d;
|
||||||
Vector3 x, y, z, origin;
|
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);
|
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),z*4);
|
||||||
LineTrace(angle,DEFMELEERANGE,slope,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
|
LineTrace(angle,DEFMELEERANGE,slope,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
|
||||||
if ( d.HitType != TRACE_HitNone )
|
if ( d.HitType != TRACE_HitNone )
|
||||||
|
|
@ -90,7 +90,7 @@ Class Bonesaw : UnrealWeapon
|
||||||
{
|
{
|
||||||
invoker.special1++;
|
invoker.special1++;
|
||||||
Vector3 x, y, z, origin;
|
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*15-z*4);
|
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*15-z*4);
|
||||||
if ( waterlevel >= 3 )
|
if ( waterlevel >= 3 )
|
||||||
{
|
{
|
||||||
|
|
@ -113,7 +113,7 @@ Class Bonesaw : UnrealWeapon
|
||||||
invoker.FireEffect();
|
invoker.FireEffect();
|
||||||
A_AlertMonsters();
|
A_AlertMonsters();
|
||||||
Vector3 x, y, z, origin;
|
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*15-z*4);
|
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*15-z*4);
|
||||||
if ( waterlevel >= 3 )
|
if ( waterlevel >= 3 )
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -309,7 +309,7 @@ Class DispersionAmmo : Actor
|
||||||
Vector3 x, y, z, dir;
|
Vector3 x, y, z, dir;
|
||||||
double a, s;
|
double a, s;
|
||||||
Actor p;
|
Actor p;
|
||||||
[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
[x,y,z] = dt_Utility.GetAxes(angle,pitch,roll);
|
||||||
for ( int i=0; i<3; i++ )
|
for ( int i=0; i<3; i++ )
|
||||||
{
|
{
|
||||||
a = FRandom[DPistol](0,360);
|
a = FRandom[DPistol](0,360);
|
||||||
|
|
@ -575,7 +575,7 @@ Class DispersionPistol : UnrealWeapon
|
||||||
if ( !Dampener.Active(self) ) A_AlertMonsters(gameinfo.gametype&GAME_Strife?120:0);
|
if ( !Dampener.Active(self) ) A_AlertMonsters(gameinfo.gametype&GAME_Strife?120:0);
|
||||||
A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||||
Vector3 x, y, z;
|
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-3*y-3*z);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-3*y-3*z);
|
||||||
Actor p = Spawn(proj,origin);
|
Actor p = Spawn(proj,origin);
|
||||||
p.angle = angle;
|
p.angle = angle;
|
||||||
|
|
@ -649,7 +649,7 @@ Class DispersionPistol : UnrealWeapon
|
||||||
int qs = int(1+invoker.chargesize*0.3);
|
int qs = int(1+invoker.chargesize*0.3);
|
||||||
A_QuakeEx(qs,qs,qs,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
A_QuakeEx(qs,qs,qs,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||||
Vector3 x, y, z;
|
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-3*y-3*z);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-3*y-3*z);
|
||||||
Actor p = Spawn(proj,origin);
|
Actor p = Spawn(proj,origin);
|
||||||
p.angle = angle;
|
p.angle = angle;
|
||||||
|
|
|
||||||
|
|
@ -369,9 +369,9 @@ Class FlameGun : UnrealWeapon
|
||||||
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
||||||
Vector3 x, y, z, x2, y2, z2, dir;
|
Vector3 x, y, z, x2, y2, z2, dir;
|
||||||
double a, s;
|
double a, s;
|
||||||
[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-3*y-z);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-3*y-z);
|
||||||
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
|
[x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
|
||||||
for ( int i=0; i<(bAlt?1:3); i++ )
|
for ( int i=0; i<(bAlt?1:3); i++ )
|
||||||
{
|
{
|
||||||
a = FRandom[FlameGun](0,360);
|
a = FRandom[FlameGun](0,360);
|
||||||
|
|
|
||||||
|
|
@ -206,7 +206,7 @@ Class SMiniGun : UnrealWeapon
|
||||||
invoker.special1 = (invoker.special1%4)+1;
|
invoker.special1 = (invoker.special1%4)+1;
|
||||||
}
|
}
|
||||||
Vector3 x, y, z, x2, y2, z2;
|
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);
|
||||||
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-y*2-z*2);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-y*2-z*2);
|
||||||
for ( int i=0; i<(bAlt?4:1); i++ )
|
for ( int i=0; i<(bAlt?4:1); i++ )
|
||||||
{
|
{
|
||||||
|
|
@ -214,7 +214,7 @@ Class SMiniGun : UnrealWeapon
|
||||||
int pos = bAlt?i:invoker.special1;
|
int pos = bAlt?i:invoker.special1;
|
||||||
origin = level.Vec3Offset(origin,x*(!(pos%2)?-1.5:1.5)+y*(pos<2?-1.5:1.5));
|
origin = level.Vec3Offset(origin,x*(!(pos%2)?-1.5:1.5)+y*(pos<2?-1.5:1.5));
|
||||||
double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,bAlt?0.12:0.03);
|
double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,bAlt?0.12:0.03);
|
||||||
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
|
[x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
|
||||||
Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
|
Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
|
||||||
vel -= dir*(player.onground?3:1.2);
|
vel -= dir*(player.onground?3:1.2);
|
||||||
vel.z += (player.onground?0.8:.1);
|
vel.z += (player.onground?0.8:.1);
|
||||||
|
|
|
||||||
|
|
@ -165,7 +165,7 @@ Class ImpalerBurstBolt : Actor
|
||||||
let t = new("ImpalerBoltTracer");
|
let t = new("ImpalerBoltTracer");
|
||||||
t.hitlist.Clear();
|
t.hitlist.Clear();
|
||||||
Vector3 x, y, z;
|
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.ShootThroughList.Clear();
|
||||||
t.Trace(pos,CurSector,x,11.125,0);
|
t.Trace(pos,CurSector,x,11.125,0);
|
||||||
for ( int i=0; i<t.ShootThroughList.Size(); i++ )
|
for ( int i=0; i<t.ShootThroughList.Size(); i++ )
|
||||||
|
|
@ -448,7 +448,7 @@ Class ImpalerBolt : Actor
|
||||||
pitch = asin(-dir.z);
|
pitch = asin(-dir.z);
|
||||||
Vector3 x, y, z, dir;
|
Vector3 x, y, z, dir;
|
||||||
double a = FRandom[Impaler](0,360), s = FRandom[Impaler](0.,.1);
|
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);
|
Vector3 dirto = (0,0,0);
|
||||||
double distto = 0.;
|
double distto = 0.;
|
||||||
if ( tracer && (Distance3D(tracer) > 1) )
|
if ( tracer && (Distance3D(tracer) > 1) )
|
||||||
|
|
@ -547,7 +547,7 @@ Class StarterImpalerBolt : ImpalerBolt
|
||||||
bRELATIVETOFLOOR = (target.pos.z <= target.floorz); // hack, but kinda works
|
bRELATIVETOFLOOR = (target.pos.z <= target.floorz); // hack, but kinda works
|
||||||
if ( target.player )
|
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);
|
origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),15*x-2.5*z);
|
||||||
}
|
}
|
||||||
else origin = target.Vec3Offset(0,0,target.missileheight);
|
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[0].A_SetScale(0.01+cos(gametic*8)*0.002);
|
||||||
flares[1].A_SetScale(0.02+cos(gametic*8)*0.004);
|
flares[1].A_SetScale(0.02+cos(gametic*8)*0.004);
|
||||||
double a = FRandom[Impaler](0,360), s = FRandom[Impaler](0.,.1);
|
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);
|
Vector3 dir = dt_Utility.ConeSpread(x,y,z,a,s);
|
||||||
dir = oldx*.5+dir*.5;
|
dir = oldx*.5+dir*.5;
|
||||||
oldx = dir;
|
oldx = dir;
|
||||||
|
|
@ -794,7 +794,7 @@ Class Impaler : UnrealWeapon
|
||||||
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
||||||
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||||
Vector3 x, y, z;
|
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);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2.5*z);
|
||||||
Actor p = Spawn("ImpalerProjectile",origin);
|
Actor p = Spawn("ImpalerProjectile",origin);
|
||||||
p.angle = angle;
|
p.angle = angle;
|
||||||
|
|
@ -819,7 +819,7 @@ Class Impaler : UnrealWeapon
|
||||||
action void A_StartBeam()
|
action void A_StartBeam()
|
||||||
{
|
{
|
||||||
Vector3 x, y, z, origin;
|
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);
|
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),15*x-2.5*z);
|
||||||
invoker.beam = Spawn("StarterImpalerBolt",origin);
|
invoker.beam = Spawn("StarterImpalerBolt",origin);
|
||||||
invoker.beam.angle = angle;
|
invoker.beam.angle = angle;
|
||||||
|
|
@ -847,7 +847,7 @@ Class Impaler : UnrealWeapon
|
||||||
UTMainHandler.DoFlash(self,Color(16,255,32,255),3);
|
UTMainHandler.DoFlash(self,Color(16,255,32,255),3);
|
||||||
A_AlertMonsters();
|
A_AlertMonsters();
|
||||||
Vector3 x, y, z;
|
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);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),15*x-2.5*z);
|
||||||
int numpt = Random[Impaler](4,7);
|
int numpt = Random[Impaler](4,7);
|
||||||
for ( int i=0; i<numpt; i++ )
|
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);
|
double slope = AimLineAttack(angle,DEFMELEERANGE*1.5,t,0.,ALF_CHECK3D);
|
||||||
FLineTraceData d;
|
FLineTraceData d;
|
||||||
Vector3 x, y, z, origin;
|
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);
|
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);
|
LineTrace(angle,DEFMELEERANGE*1.5,slope,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
|
||||||
if ( d.HitType != TRACE_HitNone )
|
if ( d.HitType != TRACE_HitNone )
|
||||||
|
|
|
||||||
|
|
@ -192,7 +192,7 @@ Class VoiceBox : UnrealInventory
|
||||||
{
|
{
|
||||||
if ( pickup || bActive ) return false;
|
if ( pickup || bActive ) return false;
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(Owner.pitch,Owner.angle,Owner.roll);
|
[x, y, z] = dt_Utility.GetAxes(Owner.angle,Owner.pitch,Owner.roll);
|
||||||
Vector3 origin = level.Vec3Offset(Owner.Vec2OffsetZ(0,0,Owner.player.viewz),x*20-z*8);
|
Vector3 origin = level.Vec3Offset(Owner.Vec2OffsetZ(0,0,Owner.player.viewz),x*20-z*8);
|
||||||
box = Spawn("VoiceBoxActive",origin);
|
box = Spawn("VoiceBoxActive",origin);
|
||||||
box.ReactionTime = Charge;
|
box.ReactionTime = Charge;
|
||||||
|
|
@ -396,7 +396,7 @@ Class Flare : UnrealInventory
|
||||||
{
|
{
|
||||||
if ( pickup ) return false;
|
if ( pickup ) return false;
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(Owner.pitch,Owner.angle,Owner.roll);
|
[x, y, z] = dt_Utility.GetAxes(Owner.angle,Owner.pitch,Owner.roll);
|
||||||
Vector3 origin = level.Vec3Offset(Owner.Vec2OffsetZ(0,0,Owner.player.viewz),x*10-z*8);
|
Vector3 origin = level.Vec3Offset(Owner.Vec2OffsetZ(0,0,Owner.player.viewz),x*10-z*8);
|
||||||
let a = Spawn("FlareThrown",origin);
|
let a = Spawn("FlareThrown",origin);
|
||||||
a.target = Owner;
|
a.target = Owner;
|
||||||
|
|
@ -678,7 +678,7 @@ Class BetaFlare : UnrealInventory
|
||||||
{
|
{
|
||||||
if ( pickup || bActive || (charge < defaultcharge) ) return false;
|
if ( pickup || bActive || (charge < defaultcharge) ) return false;
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(Owner.pitch,Owner.angle,Owner.roll);
|
[x, y, z] = dt_Utility.GetAxes(Owner.angle,Owner.pitch,Owner.roll);
|
||||||
Vector3 origin = level.Vec3Offset(Owner.Vec2OffsetZ(0,0,Owner.player.viewz),x*10-z*8);
|
Vector3 origin = level.Vec3Offset(Owner.Vec2OffsetZ(0,0,Owner.player.viewz),x*10-z*8);
|
||||||
let a = Spawn(ThrownClass,origin);
|
let a = Spawn(ThrownClass,origin);
|
||||||
a.target = Owner;
|
a.target = Owner;
|
||||||
|
|
@ -931,7 +931,7 @@ Class LightFlareThrown : BetaFlareThrown
|
||||||
{
|
{
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
double a, s;
|
double a, s;
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
|
||||||
for ( int i=0; i<4; i++ )
|
for ( int i=0; i<4; i++ )
|
||||||
{
|
{
|
||||||
a = FRandom[BFlare](0,360);
|
a = FRandom[BFlare](0,360);
|
||||||
|
|
@ -953,7 +953,7 @@ Class DarkFlareThrown : BetaFlareThrown
|
||||||
{
|
{
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
double a, s;
|
double a, s;
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
|
||||||
for ( int i=0; i<3; i++ )
|
for ( int i=0; i<3; i++ )
|
||||||
{
|
{
|
||||||
a = FRandom[BFlare](0,360);
|
a = FRandom[BFlare](0,360);
|
||||||
|
|
@ -1635,7 +1635,7 @@ Class MinigunSentry : Actor
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(master.pitch,master.angle,master.roll);
|
[x, y, z] = dt_Utility.GetAxes(master.angle,master.pitch,master.roll);
|
||||||
SetOrigin(level.Vec3Offset(master.pos,z*32),true);
|
SetOrigin(level.Vec3Offset(master.pos,z*32),true);
|
||||||
}
|
}
|
||||||
double _PitchTo( Actor other )
|
double _PitchTo( Actor other )
|
||||||
|
|
@ -1688,7 +1688,7 @@ Class MinigunSentry : Actor
|
||||||
master.A_AlertMonsters(0,AMF_TARGETEMITTER);
|
master.A_AlertMonsters(0,AMF_TARGETEMITTER);
|
||||||
A_StartSound("sentry/fire",CHAN_WEAPON,CHANF_OVERLAP);
|
A_StartSound("sentry/fire",CHAN_WEAPON,CHANF_OVERLAP);
|
||||||
Vector3 x, y, z, origin;
|
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(pos,x*24+z*8);
|
origin = level.Vec3Offset(pos,x*24+z*8);
|
||||||
double a = FRandom[Sentry](0,360), s = FRandom[Sentry](0,0.04);
|
double a = FRandom[Sentry](0,360), s = FRandom[Sentry](0,0.04);
|
||||||
Vector3 dir = dt_Utility.ConeSpread(x,y,z,a,s);
|
Vector3 dir = dt_Utility.ConeSpread(x,y,z,a,s);
|
||||||
|
|
@ -2063,7 +2063,7 @@ Class MinigunSentryBase : Actor
|
||||||
tracer.pitch = pitch;
|
tracer.pitch = pitch;
|
||||||
tracer.roll = roll;
|
tracer.roll = roll;
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
|
||||||
tracer.SetOrigin(level.Vec3Offset(pos,z*38),false);
|
tracer.SetOrigin(level.Vec3Offset(pos,z*38),false);
|
||||||
if ( !deathmatch )
|
if ( !deathmatch )
|
||||||
{
|
{
|
||||||
|
|
@ -2431,7 +2431,7 @@ Class SentryGun : Actor
|
||||||
A_AlertMonsters(0,AMF_TARGETEMITTER);
|
A_AlertMonsters(0,AMF_TARGETEMITTER);
|
||||||
A_StartSound("sentry/fire",CHAN_WEAPON,CHANF_OVERLAP,pitch:1.6);
|
A_StartSound("sentry/fire",CHAN_WEAPON,CHANF_OVERLAP,pitch:1.6);
|
||||||
Vector3 x, y, z, origin;
|
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(pos,x*12+z*16);
|
origin = level.Vec3Offset(pos,x*12+z*16);
|
||||||
double a = FRandom[Sentry](0,360), s = FRandom[Sentry](0,0.05);
|
double a = FRandom[Sentry](0,360), s = FRandom[Sentry](0,0.05);
|
||||||
Vector3 nx = target?Vec3To(target).unit():x;
|
Vector3 nx = target?Vec3To(target).unit():x;
|
||||||
|
|
|
||||||
|
|
@ -894,12 +894,12 @@ Class UFlamethrower : UnrealWeapon
|
||||||
A_AlertMonsters();
|
A_AlertMonsters();
|
||||||
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
|
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
|
||||||
Vector3 x, y, z, x2, y2, z2;
|
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);
|
||||||
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),15*x-2.3*y-2.7*z);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),15*x-2.3*y-2.7*z);
|
||||||
for ( int i=0; i<2; i++ )
|
for ( int i=0; i<2; i++ )
|
||||||
{
|
{
|
||||||
double a = FRandom[FlameT](0,360), s = FRandom[FlameT](0,.05);
|
double a = FRandom[FlameT](0,360), s = FRandom[FlameT](0,.05);
|
||||||
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
|
[x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
|
||||||
Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
|
Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
|
||||||
Actor p = Spawn("UFlame",origin);
|
Actor p = Spawn("UFlame",origin);
|
||||||
if ( p.waterlevel > 0 )
|
if ( p.waterlevel > 0 )
|
||||||
|
|
@ -981,7 +981,7 @@ Class UFlamethrower : UnrealWeapon
|
||||||
if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
|
if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
|
||||||
A_QuakeEx(1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),5+int(1.2*invoker.chargesize),0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05+0.01*invoker.chargesize);
|
A_QuakeEx(1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),5+int(1.2*invoker.chargesize),0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05+0.01*invoker.chargesize);
|
||||||
Vector3 x, y, z;
|
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-2.3*y-2.7*z);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2.3*y-2.7*z);
|
||||||
Actor p = Spawn("UNapalmGlob",origin);
|
Actor p = Spawn("UNapalmGlob",origin);
|
||||||
p.A_SetScale(0.5+invoker.chargesize/3.5);
|
p.A_SetScale(0.5+invoker.chargesize/3.5);
|
||||||
|
|
|
||||||
|
|
@ -148,7 +148,7 @@ Class OLSMP : UnrealWeapon
|
||||||
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
|
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
|
||||||
A_OverlayRenderstyle(-2,STYLE_Add);
|
A_OverlayRenderstyle(-2,STYLE_Add);
|
||||||
Vector3 x, y, z, x2, y2, z2;
|
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);
|
||||||
if ( alt )
|
if ( alt )
|
||||||
{
|
{
|
||||||
vel -= x*(player.onground?2.:0.8);
|
vel -= x*(player.onground?2.:0.8);
|
||||||
|
|
@ -162,7 +162,7 @@ Class OLSMP : UnrealWeapon
|
||||||
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
|
||||||
origin = level.Vec3Offset(origin,-z-y*4);
|
origin = level.Vec3Offset(origin,-z-y*4);
|
||||||
double a = FRandom[Automag](0,360), s = FRandom[Automag](0,alt?(0.05+invoker.altaccuracy):0.05);
|
double a = FRandom[Automag](0,360), s = FRandom[Automag](0,alt?(0.05+invoker.altaccuracy):0.05);
|
||||||
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
|
[x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
|
||||||
Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
|
Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
|
||||||
FLineTraceData d;
|
FLineTraceData d;
|
||||||
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
|
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
|
||||||
|
|
@ -352,7 +352,7 @@ Class OLSMP : UnrealWeapon
|
||||||
if ( self is 'UTPlayer' )
|
if ( self is 'UTPlayer' )
|
||||||
UTPlayer(self).PlayReloading();
|
UTPlayer(self).PlayReloading();
|
||||||
Vector3 x, y, z, origin;
|
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*4.-y*4.-z*18.);
|
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*4.-z*18.);
|
||||||
let c = Spawn("OLSMPMag",origin);
|
let c = Spawn("OLSMPMag",origin);
|
||||||
c.angle = angle;
|
c.angle = angle;
|
||||||
|
|
|
||||||
|
|
@ -236,7 +236,7 @@ Class PeaceBarrel : Actor
|
||||||
A_StartSound("uflak/altfire",CHAN_WEAPON,CHANF_OVERLAP);
|
A_StartSound("uflak/altfire",CHAN_WEAPON,CHANF_OVERLAP);
|
||||||
A_AlertMonsters();
|
A_AlertMonsters();
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
|
||||||
Vector3 dir = z*1.3;
|
Vector3 dir = z*1.3;
|
||||||
Vector3 origin;
|
Vector3 origin;
|
||||||
switch ( n )
|
switch ( n )
|
||||||
|
|
@ -436,7 +436,7 @@ Class Peacemaker : UnrealWeapon
|
||||||
invoker.FireEffect();
|
invoker.FireEffect();
|
||||||
A_StartSound("peace/throw",CHAN_WEAPON);
|
A_StartSound("peace/throw",CHAN_WEAPON);
|
||||||
Vector3 x, y, z;
|
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+y*5-z*3);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+y*5-z*3);
|
||||||
let p = Spawn("PeaceBarrel",origin);
|
let p = Spawn("PeaceBarrel",origin);
|
||||||
if ( bAlt ) p.bAMBUSH = true;
|
if ( bAlt ) p.bAMBUSH = true;
|
||||||
|
|
|
||||||
|
|
@ -247,9 +247,9 @@ Class QuadShot : UnrealWeapon
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
Vector3 x, y, z, x2, y2, z2;
|
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);
|
||||||
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-z*2);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-z*2);
|
||||||
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
|
[x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
|
||||||
double a, s;
|
double a, s;
|
||||||
Vector3 dir;
|
Vector3 dir;
|
||||||
if ( bAlt )
|
if ( bAlt )
|
||||||
|
|
@ -317,7 +317,7 @@ Class QuadShot : UnrealWeapon
|
||||||
action void A_DropShells()
|
action void A_DropShells()
|
||||||
{
|
{
|
||||||
Vector3 x, y, z;
|
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),-x*4+y*8-z*8);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),-x*4+y*8-z*8);
|
||||||
for ( int i=0; i<(4-invoker.clipcount); i++ )
|
for ( int i=0; i<(4-invoker.clipcount); i++ )
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -247,7 +247,7 @@ Class Razorjack : UnrealWeapon
|
||||||
A_AlertMonsters();
|
A_AlertMonsters();
|
||||||
A_QuakeEx(1,1,1,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
|
A_QuakeEx(1,1,1,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
|
||||||
Vector3 origin = Vec2OffsetZ(0,0,player.viewz);
|
Vector3 origin = Vec2OffsetZ(0,0,player.viewz);
|
||||||
if ( bAlt ) origin = level.Vec3Offset(origin,x*10-y*4-z*5);
|
if ( bAlt ) origin = level.Vec3Offset(origin,x*10-y*4-z*5);
|
||||||
else origin = level.Vec3Offset(origin,x*10-z*9);
|
else origin = level.Vec3Offset(origin,x*10-z*9);
|
||||||
|
|
|
||||||
|
|
@ -135,11 +135,11 @@ Class URifle : UnrealWeapon
|
||||||
let l = Spawn("SniperLight",pos);
|
let l = Spawn("SniperLight",pos);
|
||||||
l.target = self;
|
l.target = self;
|
||||||
Vector3 x, y, z, x2, y2, z2, dir;
|
Vector3 x, y, z, x2, y2, z2, dir;
|
||||||
[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);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
|
||||||
if ( !zoomed ) origin = level.Vec3Offset(origin,-y*3-z*2);
|
if ( !zoomed ) origin = level.Vec3Offset(origin,-y*3-z*2);
|
||||||
FLineTraceData d;
|
FLineTraceData d;
|
||||||
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
|
[x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
|
||||||
if ( alt ) dir = dt_Utility.ConeSpread(x2,y2,z2,FRandom[Rifle](0,360),FRandom[Rifle](0.,.25));
|
if ( alt ) dir = dt_Utility.ConeSpread(x2,y2,z2,FRandom[Rifle](0,360),FRandom[Rifle](0.,.25));
|
||||||
else dir = x2;
|
else dir = x2;
|
||||||
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
|
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
|
||||||
|
|
|
||||||
|
|
@ -154,7 +154,7 @@ Class ViewStingerChunk : StingerChunk
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
Vector3 x, y, z;
|
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);
|
Vector3 origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),x*ofs.x+y*ofs.y+z*ofs.z);
|
||||||
SetOrigin(origin,true);
|
SetOrigin(origin,true);
|
||||||
bInvisible = (players[consoleplayer].camera != target);
|
bInvisible = (players[consoleplayer].camera != target);
|
||||||
|
|
@ -598,7 +598,7 @@ Class Stinger : UnrealWeapon
|
||||||
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
||||||
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||||
Vector3 x, y, z;
|
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),5*x-8*y-8*z);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),5*x-8*y-8*z);
|
||||||
Actor p = Spawn("StingerProjectile",origin);
|
Actor p = Spawn("StingerProjectile",origin);
|
||||||
p.angle = angle;
|
p.angle = angle;
|
||||||
|
|
@ -642,9 +642,9 @@ Class Stinger : UnrealWeapon
|
||||||
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
||||||
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||||
Vector3 x, y, z;
|
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),5*x-8*y-8*z);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),5*x-8*y-8*z);
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
|
[x, y, z] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
|
||||||
Actor p;
|
Actor p;
|
||||||
double a, s;
|
double a, s;
|
||||||
Vector3 dir;
|
Vector3 dir;
|
||||||
|
|
|
||||||
|
|
@ -363,7 +363,7 @@ Class Stunner : UnrealWeapon
|
||||||
A_QuakeEx(1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),5+int(1.2*invoker.chargesize),0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05+0.01*invoker.chargesize);
|
A_QuakeEx(1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),5+int(1.2*invoker.chargesize),0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05+0.01*invoker.chargesize);
|
||||||
A_Overlay(-2,"Null");
|
A_Overlay(-2,"Null");
|
||||||
Vector3 x, y, z;
|
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),x*10-z*5);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*10-z*5);
|
||||||
let p = Spawn("StunProj",origin);
|
let p = Spawn("StunProj",origin);
|
||||||
p.angle = angle;
|
p.angle = angle;
|
||||||
|
|
|
||||||
|
|
@ -658,7 +658,7 @@ Class UBioRifle : UnrealWeapon
|
||||||
else A_QuakeEx(1,1,1,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
|
else A_QuakeEx(1,1,1,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
double a, s;
|
double a, s;
|
||||||
[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-4*y-5*z);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-4*y-5*z);
|
||||||
Actor p;
|
Actor p;
|
||||||
if ( bAlt )
|
if ( bAlt )
|
||||||
|
|
|
||||||
|
|
@ -419,9 +419,9 @@ Class Eightball : UnrealWeapon
|
||||||
A_QuakeEx(2+num,2+num,2+num,6+num,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1+num*0.05);
|
A_QuakeEx(2+num,2+num,2+num,6+num,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1+num*0.05);
|
||||||
Vector3 x, y, z, x2, y2, z2;
|
Vector3 x, y, z, x2, y2, z2;
|
||||||
double a, s;
|
double a, s;
|
||||||
[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*z);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2*z);
|
||||||
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
|
[x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
|
||||||
Actor p;
|
Actor p;
|
||||||
if ( weap.bAltFire )
|
if ( weap.bAltFire )
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -127,7 +127,7 @@ Class UFlakSlug : FlakSlug
|
||||||
Spawn("SlugLight",pos);
|
Spawn("SlugLight",pos);
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
double a, s;
|
double a, s;
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
|
||||||
Actor p;
|
Actor p;
|
||||||
Vector3 spawnofs;
|
Vector3 spawnofs;
|
||||||
if ( BlockingMobj ) spawnofs = level.Vec3Diff(pos,BlockingMobj.Vec3Offset(0,0,BlockingMobj.height/2)).unit()*8;
|
if ( BlockingMobj ) spawnofs = level.Vec3Diff(pos,BlockingMobj.Vec3Offset(0,0,BlockingMobj.height/2)).unit()*8;
|
||||||
|
|
@ -203,9 +203,9 @@ Class UFlakCannon : UnrealWeapon
|
||||||
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
|
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
double a, s;
|
double a, s;
|
||||||
[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-5*y-4*z);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-5*y-4*z);
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
|
[x, y, z] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
|
||||||
Vector3 offsets[8]; // vanilla adds these to each chunk
|
Vector3 offsets[8]; // vanilla adds these to each chunk
|
||||||
offsets[0] = (0,0,0);
|
offsets[0] = (0,0,0);
|
||||||
offsets[1] = -z;
|
offsets[1] = -z;
|
||||||
|
|
@ -261,7 +261,7 @@ Class UFlakCannon : UnrealWeapon
|
||||||
A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
double a, s;
|
double a, s;
|
||||||
[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-5*y-4*z);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-5*y-4*z);
|
||||||
Actor p = Spawn("UFlakSlug",origin);
|
Actor p = Spawn("UFlakSlug",origin);
|
||||||
p.angle = angle;
|
p.angle = angle;
|
||||||
|
|
@ -345,7 +345,7 @@ Class UFlakCannon : UnrealWeapon
|
||||||
FLKE S 4
|
FLKE S 4
|
||||||
{
|
{
|
||||||
Vector3 x, y, z, origin;
|
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*4.-y*3.-z*8.);
|
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*3.-z*8.);
|
||||||
let c = Spawn("UFlakMag",origin);
|
let c = Spawn("UFlakMag",origin);
|
||||||
c.angle = angle;
|
c.angle = angle;
|
||||||
|
|
|
||||||
|
|
@ -207,7 +207,7 @@ Class Seeds : UnrealInventory
|
||||||
{
|
{
|
||||||
if ( pickup ) return false;
|
if ( pickup ) return false;
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(Owner.pitch,Owner.angle,Owner.roll);
|
[x, y, z] = dt_Utility.GetAxes(Owner.angle,Owner.pitch,Owner.roll);
|
||||||
Vector3 origin = level.Vec3Offset(Owner.Vec2OffsetZ(0,0,Owner.player.viewz),x*10-z*8);
|
Vector3 origin = level.Vec3Offset(Owner.Vec2OffsetZ(0,0,Owner.player.viewz),x*10-z*8);
|
||||||
let a = Spawn("SeedProj",origin);
|
let a = Spawn("SeedProj",origin);
|
||||||
a.target = Owner;
|
a.target = Owner;
|
||||||
|
|
|
||||||
|
|
@ -50,10 +50,10 @@ Class UMinigun : UnrealWeapon
|
||||||
l.target = self;
|
l.target = self;
|
||||||
if ( !alt ) MinigunLight(l).cnt--;
|
if ( !alt ) MinigunLight(l).cnt--;
|
||||||
Vector3 x, y, z, x2, y2, z2;
|
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);
|
||||||
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-y*3-z*3);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-y*3-z*3);
|
||||||
double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,alt?0.05:0.02);
|
double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,alt?0.05:0.02);
|
||||||
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
|
[x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
|
||||||
Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
|
Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
|
||||||
FLineTraceData d;
|
FLineTraceData d;
|
||||||
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
|
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
|
||||||
|
|
|
||||||
|
|
@ -21,6 +21,7 @@ Class UPlayer : UTPlayer
|
||||||
{
|
{
|
||||||
Default
|
Default
|
||||||
{
|
{
|
||||||
|
Player.ViewHeight 42;
|
||||||
Player.StartItem "Automag";
|
Player.StartItem "Automag";
|
||||||
Player.StartItem "DispersionPistol";
|
Player.StartItem "DispersionPistol";
|
||||||
Player.StartItem "UMiniAmmo", 30;
|
Player.StartItem "UMiniAmmo", 30;
|
||||||
|
|
@ -843,7 +844,7 @@ Class UnrealInventory : Inventory
|
||||||
Vector2 hofs = RotateVector((dropper.radius,0),dropper.angle);
|
Vector2 hofs = RotateVector((dropper.radius,0),dropper.angle);
|
||||||
SetOrigin(dropper.Vec3Offset(hofs.x,hofs.y,dropper.height*0.5),false);
|
SetOrigin(dropper.Vec3Offset(hofs.x,hofs.y,dropper.height*0.5),false);
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(dropper.pitch,dropper.angle,dropper.roll);
|
[x, y, z] = dt_Utility.GetAxes(dropper.angle,dropper.pitch,dropper.roll);
|
||||||
vel = x*12.0;
|
vel = x*12.0;
|
||||||
vel.z += 4.0;
|
vel.z += 4.0;
|
||||||
angle = dropper.angle;
|
angle = dropper.angle;
|
||||||
|
|
|
||||||
|
|
@ -140,6 +140,12 @@ Class UnrealHUD : BaseStatusBar
|
||||||
|
|
||||||
override void Draw( int state, double TicFrac )
|
override void Draw( int state, double TicFrac )
|
||||||
{
|
{
|
||||||
|
// make sure vanilla nametags don't display
|
||||||
|
DetachMessageID(0x5745504e); // WEPN
|
||||||
|
DetachMessageID(0x53494e56); // SINV
|
||||||
|
// also try with different endianness, just in case
|
||||||
|
DetachMessageID(0x4e504557); // WEPN
|
||||||
|
DetachMessageID(0x564e4953); // SINV
|
||||||
Super.Draw(state,TicFrac);
|
Super.Draw(state,TicFrac);
|
||||||
FracTic = TicFrac;
|
FracTic = TicFrac;
|
||||||
HudMode = sting_hudmode;
|
HudMode = sting_hudmode;
|
||||||
|
|
@ -840,12 +846,6 @@ Class UnrealHUD : BaseStatusBar
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
lastwep = CPlayer.PendingWeapon;
|
lastwep = CPlayer.PendingWeapon;
|
||||||
// make sure vanilla nametags don't display
|
|
||||||
DetachMessageID(0x5745504e); // WEPN
|
|
||||||
DetachMessageID(0x53494e56); // SINV
|
|
||||||
// also try with different endianness, just in case
|
|
||||||
DetachMessageID(0x4e504557); // WEPN
|
|
||||||
DetachMessageID(0x564e4953); // SINV
|
|
||||||
vtracer.ignore = CPlayer.mo;
|
vtracer.ignore = CPlayer.mo;
|
||||||
vtracer.trace(CPlayer.mo.Vec2OffsetZ(0,0,CPlayer.viewz),CPlayer.mo.CurSector,dt_Utility.Vec3FromAngle(CPlayer.mo.angle,CPlayer.mo.pitch),1000,0);
|
vtracer.trace(CPlayer.mo.Vec2OffsetZ(0,0,CPlayer.viewz),CPlayer.mo.CurSector,dt_Utility.Vec3FromAngle(CPlayer.mo.angle,CPlayer.mo.pitch),1000,0);
|
||||||
if ( vtracer.Results.HitType != TRACE_HitActor ) return;
|
if ( vtracer.Results.HitType != TRACE_HitActor ) return;
|
||||||
|
|
|
||||||
|
|
@ -158,7 +158,7 @@ Class UTranslocator : UnrealWeapon
|
||||||
A_StartSound("telehand/throw",CHAN_WEAPON);
|
A_StartSound("telehand/throw",CHAN_WEAPON);
|
||||||
invoker.FireEffect();
|
invoker.FireEffect();
|
||||||
Vector3 x, y, z;
|
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-8*y-12*z);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-8*y-12*z);
|
||||||
let p = Spawn("UTranslocatorModule",origin);
|
let p = Spawn("UTranslocatorModule",origin);
|
||||||
p.target = self;
|
p.target = self;
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue