4.10 support:

- CORRECTPIXELSTRETCH where needed on models.
 - Replace CoordUtil.GetAxes with quaternion version.
This commit is contained in:
Marisa the Magician 2022-12-05 16:56:52 +01:00
commit 1c84fc4e88
49 changed files with 151 additions and 147 deletions

View file

@ -65,6 +65,7 @@ Model "ASMDBall"
DONTCULLBACKFACES
USEACTORPITCH
USEACTORROLL
CORRECTPIXELSTRETCH
FrameIndex TAZB A 0 0
}
@ -130,6 +131,7 @@ Model "ASMDRingTrail"
PitchOffset 90
DONTCULLBACKFACES
USEACTORPITCH
CORRECTPIXELSTRETCH
FrameIndex RNGX A 0 0
FrameIndex RNGX B 0 1

View file

@ -21,7 +21,8 @@ Model "UCasing"
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 1
CORRECTPIXELSTRETCH
Rotation-Center 0 0 .5
FrameIndex PCAS A 0 0
}
@ -36,7 +37,8 @@ Model "AutomagMag"
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 1
CORRECTPIXELSTRETCH
Rotation-Center 0 0 .5
FrameIndex PCAS A 0 0
}

View file

@ -26,7 +26,8 @@ Model "BCasing"
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 1
CORRECTPIXELSTRETCH
Rotation-Center 0 0 .5
FrameIndex PCAS A 0 0
}

View file

@ -78,7 +78,8 @@ Model "BigCasing"
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 2
CORRECTPIXELSTRETCH
Rotation-Center 0 0 1
FrameIndex PCAS A 0 0
}
@ -94,7 +95,8 @@ Model "BigMag"
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 2.5
CORRECTPIXELSTRETCH
Rotation-Center 0 0 1.1
FrameIndex PCAS A 0 0
}

View file

@ -50,6 +50,7 @@ Model "DispersionAmmo"
PITCHFROMMOMENTUM
DONTCULLBACKFACES
CORRECTPIXELSTRETCH
SurfaceSkin 0 0 "sprites/dpistol/DETBA0.png"
SurfaceSkin 0 1 "ArcB1.png"
@ -86,6 +87,7 @@ Model "DAmmo2"
PITCHFROMMOMENTUM
DONTCULLBACKFACES
CORRECTPIXELSTRETCH
SurfaceSkin 0 0 "sprites/dpistol/DETGA0.png"
SurfaceSkin 0 1 "ArcG1.png"
@ -122,6 +124,7 @@ Model "DAmmo3"
PITCHFROMMOMENTUM
DONTCULLBACKFACES
CORRECTPIXELSTRETCH
SurfaceSkin 0 0 "sprites/dpistol/DETYA0.png"
SurfaceSkin 0 1 "ArcY1.png"
@ -158,6 +161,7 @@ Model "DAmmo4"
PITCHFROMMOMENTUM
DONTCULLBACKFACES
CORRECTPIXELSTRETCH
SurfaceSkin 0 0 "sprites/dpistol/DETOA0.png"
SurfaceSkin 0 1 "ArcO1.png"
@ -194,6 +198,7 @@ Model "DAmmo5"
PITCHFROMMOMENTUM
DONTCULLBACKFACES
CORRECTPIXELSTRETCH
SurfaceSkin 0 0 "sprites/dpistol/DETRA0.png"
SurfaceSkin 0 1 "ArcR1.png"

View file

@ -56,6 +56,7 @@ Model "URocket"
Offset 5 0 0
Scale 0.05 0.05 0.05
USEACTORPITCH
CORRECTPIXELSTRETCH
FrameIndex RCKT A 0 1
FrameIndex RCKT B 0 2
@ -71,6 +72,7 @@ Model "UGrenade"
Offset -2 0 0
Scale 0.05 0.05 0.05
USEACTORPITCH
CORRECTPIXELSTRETCH
FrameIndex RCKT A 0 0
}
@ -156,4 +158,4 @@ Model "Eightball"
FrameIndex EBLF F 0 62
FrameIndex EBLF G 0 63
FrameIndex EBLF H 0 64
}
}

View file

@ -5,10 +5,11 @@ Model "UPlayerFemale1"
SurfaceSkin 0 0 "Female1/Gina.png"
SurfaceSkin 0 1 "GunPick1.png"
Scale 0.2 0.2 0.2
Offset -1.5 0 32
Offset -1.5 0 27
RollOffset -90
AngleOffset -90
IGNORETRANSLATION
CORRECTPIXELSTRETCH
// Still
FrameIndex PLAY A 0 512
FrameIndex PLAY B 0 513

View file

@ -5,10 +5,11 @@ Model "UPlayerFemale2"
SurfaceSkin 0 0 "Female2/Sonya.png"
SurfaceSkin 0 1 "GunPick1.png"
Scale 0.2 0.2 0.2
Offset -1.5 0 32
Offset -1.5 0 27
RollOffset -90
AngleOffset -90
IGNORETRANSLATION
CORRECTPIXELSTRETCH
// Still
FrameIndex PLAY A 0 512
FrameIndex PLAY B 0 513

View file

@ -7,6 +7,7 @@ Model "UFireball"
Scale 0.04 0.04 0.04
Offset -4 0 0
PITCHFROMMOMENTUM
CORRECTPIXELSTRETCH
FrameIndex FIRB A 0 1
FrameIndex FIRB B 0 2
@ -29,6 +30,7 @@ Model "UFireball2"
Scale 0.05 0.05 0.05
Offset -5 0 0
PITCHFROMMOMENTUM
CORRECTPIXELSTRETCH
FrameIndex FIRB A 0 1
FrameIndex FIRB B 0 2
@ -51,6 +53,7 @@ Model "UFireballEmber"
Scale 0.02 0.02 0.02
Offset -2 0 0
PITCHFROMMOMENTUM
CORRECTPIXELSTRETCH
FrameIndex FIRB A 0 1
FrameIndex FIRB B 0 2

View file

@ -5,6 +5,7 @@ Model "SMiniShell"
Skin 0 "jsshell.png"
PitchOffset 90
PITCHFROMMOMENTUM
CORRECTPIXELSTRETCH
Scale -0.04 0.02 0.02
FrameIndex SMIS A 0 0

View file

@ -97,6 +97,7 @@ Model "ImpalerChunk"
Scale 0.4 0.4 0.4
USEACTORPITCH
USEACTORROLL
CORRECTPIXELSTRETCH
FrameIndex CHIP A 0 0
FrameIndex CHIP B 0 1
@ -117,6 +118,7 @@ Model "ImpalerProjectile"
Scale 0.15 0.15 0.15
PITCHFROMMOMENTUM
USEACTORROLL
CORRECTPIXELSTRETCH
FrameIndex TPRJ A 0 0
}
@ -126,6 +128,7 @@ Model "Impaler"
Path "models"
Model 1 "ImpalerPickup_d.3d"
Skin 1 "JImpale1_.png"
CORRECTPIXELSTRETCH
Offset 6 0 4.5
PitchOffset -5
RollOffset 45

View file

@ -5,10 +5,11 @@ Model "UPlayerMale1"
SurfaceSkin 0 0 "Male1/Kurgan.png"
SurfaceSkin 0 1 "GunPick1.png"
Scale 0.2 0.2 0.2
Offset 2.5 7 25
Offset 2.5 7 21
RollOffset -90
AngleOffset -90
IGNORETRANSLATION
CORRECTPIXELSTRETCH
// Still
FrameIndex PLAY A 0 480
FrameIndex PLAY B 0 481

View file

@ -5,10 +5,11 @@ Model "UPlayerMale2"
SurfaceSkin 0 0 "Male2/Ash.png"
SurfaceSkin 0 1 "GunPick1.png"
Scale 0.2 0.2 0.2
Offset 2.5 -7 25
Offset 2.5 -7 21
RollOffset -90
AngleOffset -90
IGNORETRANSLATION
CORRECTPIXELSTRETCH
// Still
FrameIndex PLAY A 0 480
FrameIndex PLAY B 0 481

View file

@ -5,10 +5,11 @@ Model "UPlayerMale3"
SurfaceSkin 0 0 "Male3/Dante.png"
SurfaceSkin 0 1 "GunPick1.png"
Scale 0.2 0.2 0.2
Offset 2.5 -7 25
Offset 2.5 -7 21
RollOffset -90
AngleOffset -90
IGNORETRANSLATION
CORRECTPIXELSTRETCH
// Still
FrameIndex PLAY A 0 480
FrameIndex PLAY B 0 481

View file

@ -63,7 +63,8 @@ Model "OLSMPMag"
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 1
CORRECTPIXELSTRETCH
Rotation-Center 0 0 .5
FrameIndex PCAS A 0 0
}

View file

@ -7,6 +7,7 @@ Model "Peacerocket"
Scale 0.16 0.16 0.16
USEACTORPITCH
USEACTORROLL
CORRECTPIXELSTRETCH
FrameIndex PEMR A 0 0
}
@ -19,6 +20,7 @@ Model "PeaceFragment"
Scale 0.1 0.1 0.1
USEACTORPITCH
USEACTORROLL
CORRECTPIXELSTRETCH
FrameIndex CHIP A 0 0
FrameIndex CHIP B 0 1
@ -81,6 +83,7 @@ Model "Peacemaker"
Path "models"
Model 1 "peacepick_d.3d"
Skin 1 "Jpeacehand1_.png"
CORRECTPIXELSTRETCH
RollOffset 90 // normally upright, but it's easier to tell apart from a deployed one this way
ZOffset 5
Scale 0.16 -0.16 0.16

View file

@ -33,7 +33,8 @@ Model "QCasing"
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 1
CORRECTPIXELSTRETCH
Rotation-Center 0 0 .5
FrameIndex PCAS A 0 0
}

View file

@ -17,6 +17,7 @@ Model "RazorBlade"
SurfaceSkin 0 1 "JRazor1.png"
USEACTORPITCH
USEACTORROLL
CORRECTPIXELSTRETCH
ROTATING
AngleOffset 90
Scale 0.08 0.08 0.08
@ -39,6 +40,7 @@ Model "RazorBladeTrail"
DONTCULLBACKFACES
USEACTORPITCH
USEACTORROLL
CORRECTPIXELSTRETCH
AngleOffset 90
Scale 0.08 0.08 0.08
@ -50,6 +52,7 @@ Model "Razorjack"
Path "models"
Model 1 "RazPick_d.3d"
Skin 1 "JRazor1_.png"
CORRECTPIXELSTRETCH
RollOffset -8
AngleOffset 90
ZOffset 2

View file

@ -45,6 +45,7 @@ Model "StingerProjectile"
AngleOffset -90
PITCHFROMMOMENTUM
USEACTORROLL
CORRECTPIXELSTRETCH
FrameIndex TPRJ A 0 0
}
@ -57,6 +58,7 @@ Model "StingerChunk"
Scale 0.2 0.2 0.2
USEACTORPITCH
USEACTORROLL
CORRECTPIXELSTRETCH
FrameIndex CHIP A 0 0
FrameIndex CHIP B 0 1
@ -76,6 +78,7 @@ Model "ViewStingerChunk"
Scale 0.08 0.08 0.08
USEACTORPITCH
USEACTORROLL
CORRECTPIXELSTRETCH
FrameIndex CHIP A 0 0
FrameIndex CHIP B 0 1
@ -108,26 +111,6 @@ Model "Stinger"
Scale 0.06 0.06 0.06
PitchOffset 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"

View file

@ -23,6 +23,7 @@ Model "StunTrail"
DONTCULLBACKFACES
USEACTORPITCH
USEACTORROLL
CORRECTPIXELSTRETCH
FrameIndex FATR A 0 11
FrameIndex FATR B 0 12
@ -188,4 +189,4 @@ Model "Stunner"
FrameIndex STR2 C 0 84
FrameIndex STR2 D 0 85
FrameIndex STR2 E 0 86
}
}

View file

@ -18,6 +18,7 @@ Model "UFlakAmmo"
Scale 0.2 0.2 0.2
ZOffset 2
RollOffset -90
CORRECTPIXELSTRETCH
FrameIndex FAMO B 0 0
}
@ -32,7 +33,8 @@ Model "UFlakChunk"
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 2
CORRECTPIXELSTRETCH
Rotation-Center 0 0 1
FrameIndex FCH1 A 0 0
FrameIndex FCH2 A 0 1
@ -48,6 +50,7 @@ Model "UFlakSlug"
Scale 0.2 0.2 0.2
AngleOffset 90
USEACTORPITCH
CORRECTPIXELSTRETCH
FrameIndex FSLG A 0 0
}
@ -63,7 +66,8 @@ Model "UFlakMag"
USEACTORPITCH
USEACTORROLL
USEROTATIONCENTER
Rotation-Center 0 0 1
CORRECTPIXELSTRETCH
Rotation-Center 0 0 .5
FrameIndex PCAS A 0 0
}
@ -94,37 +98,6 @@ Model "UFlakCannon"
Offset -11 -28 -9
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"

View file

@ -39,6 +39,7 @@ Model "AsbestosSuit"
Path "models"
Model 0 "Suit_d.3d"
Skin 0 "Asuit1.png"
CORRECTPIXELSTRETCH
RollOffset 90
AngleOffset -90
ZOffset 17
@ -52,6 +53,7 @@ Model "ToxinSuit"
Path "models"
Model 0 "ToxSuit_d.3d"
Skin 0 "AToxSuit1.png"
CORRECTPIXELSTRETCH
RollOffset 90
AngleOffset -90
ZOffset 17
@ -331,6 +333,9 @@ Model "SeedProj"
ZOffset 1
Scale 0.08 -0.08 0.08
USEACTORPITCH
CORRECTPIXELSTRETCH
USEROTATIONCENTER
Rotation-Center 0 0 .5
FrameIndex SEED A 0 0
}
@ -341,6 +346,7 @@ Model "Flare"
Model 0 "FlareM_d.3d"
SurfaceSkin 0 1 "Jmisc1_.png"
Offset 4 0 2
CORRECTPIXELSTRETCH
PitchOffset 90
AngleOffset 180
Scale 0.04 -0.04 0.04
@ -359,6 +365,7 @@ Model "FlareThrown"
Scale 0.04 -0.04 0.04
USEACTORPITCH
USEROTATIONCENTER
CORRECTPIXELSTRETCH
Rotation-Center 0 0 1
FrameIndex FLAR A 0 0
@ -376,6 +383,7 @@ Model "FlareThrownX"
USEACTORPITCH
DONTCULLBACKFACES
USEROTATIONCENTER
CORRECTPIXELSTRETCH
Rotation-Center 0 0 1
FrameIndex FLAR A 0 1
@ -391,6 +399,7 @@ Model "LightFlareThrown"
Scale 0.1 -0.1 0.1
USEACTORPITCH
USEROTATIONCENTER
CORRECTPIXELSTRETCH
Rotation-Center 0 0 1
FrameIndex FLAR A 0 0
@ -405,6 +414,7 @@ Model "DarkFlareThrown"
Scale 0.1 -0.1 0.1
USEACTORPITCH
USEROTATIONCENTER
CORRECTPIXELSTRETCH
Rotation-Center 0 0 1
FrameIndex FLAR A 0 0
@ -572,6 +582,7 @@ Model "SentryFragment"
Scale 0.1 0.1 0.1
USEACTORPITCH
USEACTORROLL
CORRECTPIXELSTRETCH
FrameIndex CHIP A 0 0
FrameIndex CHIP B 0 1
@ -769,6 +780,7 @@ Model "MotionDetector"
Model 0 "DetectorMesh_d.3d"
Skin 0 "JDetector.png"
Scale 0.08 -0.08 0.08
CORRECTPIXELSTRETCH
PitchOffset 3
ZOffset 3

View file

@ -1,4 +1,4 @@
version "4.9"
version "4.10"
#include "zscript/unrealcommon.zsc"
#include "zscript/dispersionpistol.zsc"

View file

@ -270,7 +270,7 @@ Class ViewASMDSpark : ShockSpark
return;
}
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);
SetOrigin(origin,true);
bInvisible = (players[consoleplayer].camera != target);
@ -392,7 +392,7 @@ Class ASMDBall : Actor
for ( int i=0; i<6; i++ )
{
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);
Vector3 dir;
switch (i)
@ -671,7 +671,7 @@ Class ASMD : UnrealWeapon
if ( !Dampener.Active(self) ) A_AlertMonsters();
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2.9*y-2.5*z);
Actor p = Spawn("ASMDBeam",origin);
p.angle = angle;
@ -702,7 +702,7 @@ Class ASMD : UnrealWeapon
if ( !Dampener.Active(self) ) A_AlertMonsters();
A_QuakeEx(1,1,1,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2.9*y-2.5*z);
Actor p = Spawn("ASMDBall",origin);
p.angle = angle;

View file

@ -191,14 +191,14 @@ Class Automag : UnrealWeapon
A_OverlayRenderstyle(-2,STYLE_Add);
}
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);
int ydir = slave?1:-1;
if ( alt ) origin = level.Vec3Offset(origin,-z*3+ydir*y);
else origin = level.Vec3Offset(origin,-z+ydir*y*4);
double a = FRandom[Automag](0,360), s = FRandom[Automag](0,alt?invoker.altaccuracy:0.01);
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);
FLineTraceData 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();
invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount<invoker.default.slaveclipcount)&&(invoker.Ammo1.Amount>0));
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.);
let c = Spawn("AutomagMag",origin);
c.angle = angle;
@ -586,7 +586,7 @@ Class Automag : UnrealWeapon
UTPlayer(self).PlayReloading();
invoker.slavereload = false;
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.);
let c = Spawn("AutomagMag",origin);
c.angle = angle;

View file

@ -264,14 +264,14 @@ Class Betamag : UnrealWeapon
A_OverlayRenderstyle(-2,STYLE_Add);
}
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);
int ydir = slave?1:-1;
if ( alt ) origin = level.Vec3Offset(origin,-z*2.5+ydir*y*1.5);
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.);
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);
FLineTraceData d;
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);

View file

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

View file

@ -49,7 +49,7 @@ Class Bonesaw : UnrealWeapon
double slope = AimLineAttack(angle,DEFMELEERANGE,t,0.,ALF_CHECK3D);
FLineTraceData d;
Vector3 x, y, z, origin;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),z*4);
LineTrace(angle,DEFMELEERANGE,slope,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
if ( d.HitType != TRACE_HitNone )
@ -90,7 +90,7 @@ Class Bonesaw : UnrealWeapon
{
invoker.special1++;
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);
if ( waterlevel >= 3 )
{
@ -113,7 +113,7 @@ Class Bonesaw : UnrealWeapon
invoker.FireEffect();
A_AlertMonsters();
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);
if ( waterlevel >= 3 )
{

View file

@ -309,7 +309,7 @@ Class DispersionAmmo : Actor
Vector3 x, y, z, dir;
double a, s;
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++ )
{
a = FRandom[DPistol](0,360);
@ -575,7 +575,7 @@ Class DispersionPistol : UnrealWeapon
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);
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);
Actor p = Spawn(proj,origin);
p.angle = angle;
@ -649,7 +649,7 @@ Class DispersionPistol : UnrealWeapon
int qs = int(1+invoker.chargesize*0.3);
A_QuakeEx(qs,qs,qs,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-3*y-3*z);
Actor p = Spawn(proj,origin);
p.angle = angle;

View file

@ -369,9 +369,9 @@ Class FlameGun : UnrealWeapon
if ( !Dampener.Active(self) ) A_AlertMonsters();
Vector3 x, y, z, x2, y2, z2, dir;
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);
[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++ )
{
a = FRandom[FlameGun](0,360);

View file

@ -206,7 +206,7 @@ Class SMiniGun : UnrealWeapon
invoker.special1 = (invoker.special1%4)+1;
}
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);
for ( int i=0; i<(bAlt?4:1); i++ )
{
@ -214,7 +214,7 @@ Class SMiniGun : UnrealWeapon
int pos = bAlt?i:invoker.special1;
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);
[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);
vel -= dir*(player.onground?3:1.2);
vel.z += (player.onground?0.8:.1);

View file

@ -165,7 +165,7 @@ Class ImpalerBurstBolt : Actor
let t = new("ImpalerBoltTracer");
t.hitlist.Clear();
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
t.ShootThroughList.Clear();
t.Trace(pos,CurSector,x,11.125,0);
for ( int i=0; i<t.ShootThroughList.Size(); i++ )
@ -448,7 +448,7 @@ Class ImpalerBolt : Actor
pitch = asin(-dir.z);
Vector3 x, y, z, dir;
double a = FRandom[Impaler](0,360), s = FRandom[Impaler](0.,.1);
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 dirto = (0,0,0);
double distto = 0.;
if ( tracer && (Distance3D(tracer) > 1) )
@ -547,7 +547,7 @@ Class StarterImpalerBolt : ImpalerBolt
bRELATIVETOFLOOR = (target.pos.z <= target.floorz); // hack, but kinda works
if ( target.player )
{
[x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll);
[x, y, z] = dt_Utility.GetAxes(target.angle,target.pitch,target.roll);
origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),15*x-2.5*z);
}
else origin = target.Vec3Offset(0,0,target.missileheight);
@ -562,7 +562,7 @@ Class StarterImpalerBolt : ImpalerBolt
flares[0].A_SetScale(0.01+cos(gametic*8)*0.002);
flares[1].A_SetScale(0.02+cos(gametic*8)*0.004);
double a = FRandom[Impaler](0,360), s = FRandom[Impaler](0.,.1);
[x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll);
[x, y, z] = dt_Utility.GetAxes(target.angle,target.pitch,target.roll);
Vector3 dir = dt_Utility.ConeSpread(x,y,z,a,s);
dir = oldx*.5+dir*.5;
oldx = dir;
@ -794,7 +794,7 @@ Class Impaler : UnrealWeapon
if ( !Dampener.Active(self) ) A_AlertMonsters();
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2.5*z);
Actor p = Spawn("ImpalerProjectile",origin);
p.angle = angle;
@ -819,7 +819,7 @@ Class Impaler : UnrealWeapon
action void A_StartBeam()
{
Vector3 x, y, z, origin;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),15*x-2.5*z);
invoker.beam = Spawn("StarterImpalerBolt",origin);
invoker.beam.angle = angle;
@ -847,7 +847,7 @@ Class Impaler : UnrealWeapon
UTMainHandler.DoFlash(self,Color(16,255,32,255),3);
A_AlertMonsters();
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),15*x-2.5*z);
int numpt = Random[Impaler](4,7);
for ( int i=0; i<numpt; i++ )
@ -896,7 +896,7 @@ Class Impaler : UnrealWeapon
double slope = AimLineAttack(angle,DEFMELEERANGE*1.5,t,0.,ALF_CHECK3D);
FLineTraceData d;
Vector3 x, y, z, origin;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),-z*4);
LineTrace(angle,DEFMELEERANGE*1.5,slope,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
if ( d.HitType != TRACE_HitNone )

View file

@ -192,7 +192,7 @@ Class VoiceBox : UnrealInventory
{
if ( pickup || bActive ) return false;
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);
box = Spawn("VoiceBoxActive",origin);
box.ReactionTime = Charge;
@ -396,7 +396,7 @@ Class Flare : UnrealInventory
{
if ( pickup ) return false;
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);
let a = Spawn("FlareThrown",origin);
a.target = Owner;
@ -678,7 +678,7 @@ Class BetaFlare : UnrealInventory
{
if ( pickup || bActive || (charge < defaultcharge) ) return false;
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);
let a = Spawn(ThrownClass,origin);
a.target = Owner;
@ -931,7 +931,7 @@ Class LightFlareThrown : BetaFlareThrown
{
Vector3 x, y, z;
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++ )
{
a = FRandom[BFlare](0,360);
@ -953,7 +953,7 @@ Class DarkFlareThrown : BetaFlareThrown
{
Vector3 x, y, z;
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++ )
{
a = FRandom[BFlare](0,360);
@ -1635,7 +1635,7 @@ Class MinigunSentry : Actor
return;
}
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);
}
double _PitchTo( Actor other )
@ -1688,7 +1688,7 @@ Class MinigunSentry : Actor
master.A_AlertMonsters(0,AMF_TARGETEMITTER);
A_StartSound("sentry/fire",CHAN_WEAPON,CHANF_OVERLAP);
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);
double a = FRandom[Sentry](0,360), s = FRandom[Sentry](0,0.04);
Vector3 dir = dt_Utility.ConeSpread(x,y,z,a,s);
@ -2063,7 +2063,7 @@ Class MinigunSentryBase : Actor
tracer.pitch = pitch;
tracer.roll = roll;
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);
if ( !deathmatch )
{
@ -2431,7 +2431,7 @@ Class SentryGun : Actor
A_AlertMonsters(0,AMF_TARGETEMITTER);
A_StartSound("sentry/fire",CHAN_WEAPON,CHANF_OVERLAP,pitch:1.6);
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);
double a = FRandom[Sentry](0,360), s = FRandom[Sentry](0,0.05);
Vector3 nx = target?Vec3To(target).unit():x;

View file

@ -894,12 +894,12 @@ Class UFlamethrower : UnrealWeapon
A_AlertMonsters();
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
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);
for ( int i=0; i<2; i++ )
{
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);
Actor p = Spawn("UFlame",origin);
if ( p.waterlevel > 0 )
@ -981,7 +981,7 @@ Class UFlamethrower : UnrealWeapon
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);
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);
Actor p = Spawn("UNapalmGlob",origin);
p.A_SetScale(0.5+invoker.chargesize/3.5);

View file

@ -148,7 +148,7 @@ Class OLSMP : UnrealWeapon
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
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 )
{
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);
origin = level.Vec3Offset(origin,-z-y*4);
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);
FLineTraceData 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' )
UTPlayer(self).PlayReloading();
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.);
let c = Spawn("OLSMPMag",origin);
c.angle = angle;

View file

@ -236,7 +236,7 @@ Class PeaceBarrel : Actor
A_StartSound("uflak/altfire",CHAN_WEAPON,CHANF_OVERLAP);
A_AlertMonsters();
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 dir = z*1.3;
Vector3 origin;
switch ( n )
@ -436,7 +436,7 @@ Class Peacemaker : UnrealWeapon
invoker.FireEffect();
A_StartSound("peace/throw",CHAN_WEAPON);
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);
let p = Spawn("PeaceBarrel",origin);
if ( bAlt ) p.bAMBUSH = true;

View file

@ -247,9 +247,9 @@ Class QuadShot : UnrealWeapon
return;
}
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);
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
[x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
double a, s;
Vector3 dir;
if ( bAlt )
@ -317,7 +317,7 @@ Class QuadShot : UnrealWeapon
action void A_DropShells()
{
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);
for ( int i=0; i<(4-invoker.clipcount); i++ )
{

View file

@ -247,7 +247,7 @@ Class Razorjack : UnrealWeapon
A_AlertMonsters();
A_QuakeEx(1,1,1,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
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);
if ( bAlt ) origin = level.Vec3Offset(origin,x*10-y*4-z*5);
else origin = level.Vec3Offset(origin,x*10-z*9);

View file

@ -135,11 +135,11 @@ Class URifle : UnrealWeapon
let l = Spawn("SniperLight",pos);
l.target = self;
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);
if ( !zoomed ) origin = level.Vec3Offset(origin,-y*3-z*2);
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));
else dir = x2;
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);

View file

@ -154,7 +154,7 @@ Class ViewStingerChunk : StingerChunk
return;
}
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);
SetOrigin(origin,true);
bInvisible = (players[consoleplayer].camera != target);
@ -598,7 +598,7 @@ Class Stinger : UnrealWeapon
if ( !Dampener.Active(self) ) A_AlertMonsters();
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),5*x-8*y-8*z);
Actor p = Spawn("StingerProjectile",origin);
p.angle = angle;
@ -642,9 +642,9 @@ Class Stinger : UnrealWeapon
if ( !Dampener.Active(self) ) A_AlertMonsters();
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),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;
double a, s;
Vector3 dir;

View file

@ -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_Overlay(-2,"Null");
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);
let p = Spawn("StunProj",origin);
p.angle = angle;

View file

@ -658,7 +658,7 @@ Class UBioRifle : UnrealWeapon
else A_QuakeEx(1,1,1,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
Vector3 x, y, z;
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);
Actor p;
if ( bAlt )

View file

@ -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);
Vector3 x, y, z, x2, y2, z2;
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);
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
[x2, y2, z2] = dt_Utility.GetAxes(angle,BulletSlope(),roll);
Actor p;
if ( weap.bAltFire )
{

View file

@ -127,7 +127,7 @@ Class UFlakSlug : FlakSlug
Spawn("SlugLight",pos);
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
Actor p;
Vector3 spawnofs;
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);
Vector3 x, y, z;
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);
[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
offsets[0] = (0,0,0);
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);
Vector3 x, y, z;
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);
Actor p = Spawn("UFlakSlug",origin);
p.angle = angle;
@ -345,7 +345,7 @@ Class UFlakCannon : UnrealWeapon
FLKE S 4
{
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.);
let c = Spawn("UFlakMag",origin);
c.angle = angle;

View file

@ -207,7 +207,7 @@ Class Seeds : UnrealInventory
{
if ( pickup ) return false;
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);
let a = Spawn("SeedProj",origin);
a.target = Owner;

View file

@ -50,10 +50,10 @@ Class UMinigun : UnrealWeapon
l.target = self;
if ( !alt ) MinigunLight(l).cnt--;
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);
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);
FLineTraceData d;
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);

View file

@ -21,6 +21,7 @@ Class UPlayer : UTPlayer
{
Default
{
Player.ViewHeight 42;
Player.StartItem "Automag";
Player.StartItem "DispersionPistol";
Player.StartItem "UMiniAmmo", 30;
@ -843,7 +844,7 @@ Class UnrealInventory : Inventory
Vector2 hofs = RotateVector((dropper.radius,0),dropper.angle);
SetOrigin(dropper.Vec3Offset(hofs.x,hofs.y,dropper.height*0.5),false);
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.z += 4.0;
angle = dropper.angle;

View file

@ -140,6 +140,12 @@ Class UnrealHUD : BaseStatusBar
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);
FracTic = TicFrac;
HudMode = sting_hudmode;
@ -840,12 +846,6 @@ Class UnrealHUD : BaseStatusBar
}
}
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.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;

View file

@ -158,7 +158,7 @@ Class UTranslocator : UnrealWeapon
A_StartSound("telehand/throw",CHAN_WEAPON);
invoker.FireEffect();
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);
let p = Spawn("UTranslocatorModule",origin);
p.target = self;