From 4ba5db9d7f0d71c19bd85dec5fc7d26d38063733 Mon Sep 17 00:00:00 2001 From: Marisa Kirisame Date: Fri, 27 Sep 2019 08:40:53 +0200 Subject: [PATCH] First round of fixes before the beta release proper. Corrected various backface culling issues on weapons (rifle, peacemaker, autocannon). Fixed crash with dispersion pistol powerups due to typo. Fixed razorclaw and impaler not temporarily disabling invisibility on melee attack. Fixed rifle being visible with low zoom. --- models/RifleM_d.3d | Bin 3728 -> 3728 bytes models/SMinigun_d.3d | Bin 2960 -> 2960 bytes models/peacehand_d.3d | Bin 2128 -> 2128 bytes zscript/bonesaw.zsc | 2 ++ zscript/dispersionpistol.zsc | 2 +- zscript/impaler.zsc | 1 + zscript/rifle.zsc | 21 ++++++++++++++------- 7 files changed, 18 insertions(+), 8 deletions(-) diff --git a/models/RifleM_d.3d b/models/RifleM_d.3d index 7322140c8727ed5352de3bdc33404376bdd60dfc..4e65895e653a4a411eb987a3df924aa9e3490555 100644 GIT binary patch delta 145 zcmbOrJ3)3s1s5aZ0s|*U}RXzFpXge0|UcGh7N`f zc1DIp46_(!GcYi0=9|DinV*qiCc|uoSquyexxAD4C$KXzEM}O+u!w0sz!XJlB)u!Lb60|UcGh7R@) z21bTO46_+#F)%P}=9|nvft`_ICc`X-*$fN}xx5qDC-XBhEM`~)mfys& vR0aly4u%|_EQZZ>JXMU043mHI>N7G-*5tEiWSE@EC(prfBJ_mTe+C8sN?;@0 diff --git a/models/SMinigun_d.3d b/models/SMinigun_d.3d index 0dc304dcfa10e42f185a09f3135a7a10c529b73c..7119628ea9d0984dd88db7b7a64567c726687679 100644 GIT binary patch delta 70 zcmbOrK0$m#5Vu`1Lm>kb!+%D`|Ns9pFyt}hGZaAijEoEnMGPej#SlIt<9`MQCI$uu QMg|53b2kSYOKV030G=EVod5s; delta 70 zcmbOrK0$m#5Vu_+Loovr!+*yA{~7-?Fyt}hGZcXNjQ<%J85oKfiWy3f_)H88AYle` LHwPO_YeohDq1F$Z diff --git a/models/peacehand_d.3d b/models/peacehand_d.3d index 16d71ae6f41e22c0b52421c11911fbbd484bd3f5..95b7e6e1cf459a999bc167f25ec91a06a725d94f 100644 GIT binary patch delta 135 zcmca0a6w>05WBQLgCm0=!@}p=pHF+lz~Il|1m(V-p`SFxWHrF*q;?GE985;P!&E p3=GZ;jtou=f((o9PJ49d5d(u0LnMPUgCN79N89c$n*5eM831{aFVO%1 delta 135 zcmca0a6w>05WBP^gFk~H!@}p&9&LZlz~Il|$l$~v$gutSv`2>~=d!CthcSdQ2r|rn zHR0cc#|#W%4B-qB41x?3{>^_i|2qSN1A{$-9fKglg0mAJO+3cHV9(&d;Kv}yF!9lX svkPuBFgPT&J2+Zf((ZqExNmH@>}*~0C@8+(EtDd diff --git a/zscript/bonesaw.zsc b/zscript/bonesaw.zsc index afa0efd..2f0c758 100644 --- a/zscript/bonesaw.zsc +++ b/zscript/bonesaw.zsc @@ -96,10 +96,12 @@ Class Bonesaw : UnrealWeapon invoker.special1++; if ( invoker.special1 < 5 ) return; invoker.special1 = 0; + invoker.FireEffect(); for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),5) || TryHit(angle-i*(45./16),5) ) return; } action void A_Clamp() { + invoker.FireEffect(); for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),20) || TryHit(angle-i*(45./16),20) ) return; } Default diff --git a/zscript/dispersionpistol.zsc b/zscript/dispersionpistol.zsc index 058205d..289e807 100644 --- a/zscript/dispersionpistol.zsc +++ b/zscript/dispersionpistol.zsc @@ -21,7 +21,7 @@ Class WeaponPowerUp : Inventory if ( dpis && (dpis.pendingupgrade < 4) ) { dpis.pendingupgrade++; - if ( toucher.player && ((toucher.player.ReadyWeapon != dpis) || (player.PendingWeapon != WP_NOCHANGE)) ) + if ( toucher.player && ((toucher.player.ReadyWeapon != dpis) || (toucher.player.PendingWeapon != WP_NOCHANGE)) ) ScriptUtil.SetWeapon(toucher,"DispersionPistol"); } GoAwayAndDie(); diff --git a/zscript/impaler.zsc b/zscript/impaler.zsc index aa51843..bf091e8 100644 --- a/zscript/impaler.zsc +++ b/zscript/impaler.zsc @@ -829,6 +829,7 @@ Class Impaler : UnrealWeapon } action void A_Stab() { + invoker.FireEffect(); UTMainHandler.DoSwing(self,(FRandom[Impaler](-1,1),FRandom[Impaler](-1,1)),0.3,-0.2,2,SWING_Spring,0,2); for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),15) || TryHit(angle-i*(45./16),15) ) return; } diff --git a/zscript/rifle.zsc b/zscript/rifle.zsc index d968bd4..25fc341 100644 --- a/zscript/rifle.zsc +++ b/zscript/rifle.zsc @@ -267,7 +267,7 @@ Class URifle : UnrealWeapon SRFF ABCDEFGHIJ 2; Goto Idle; ZoomedFire: - SRSI A 20 A_RifleFire(true); + TNT1 A 20 A_RifleFire(true); Goto ZoomedIdle; AltFire: SRFF A 0 A_JumpIf(!sting_rifle,"Zoom"); @@ -285,21 +285,26 @@ Class URifle : UnrealWeapon SRFI A 3; Goto Idle; ZoomedAltFire: - SRSI A 7 A_RifleFire(true,true); - SRSI A 0 A_JumpIfNoAmmo("ZoomedAltFireEnd"); - SRSI A 7 A_RifleFire(true,true); - SRSI A 0 A_JumpIfNoAmmo("ZoomedAltFireEnd"); - SRSI A 7 A_RifleFire(true,true); + TNT1 A 7 A_RifleFire(true,true); + TNT1 A 0 A_JumpIfNoAmmo("ZoomedAltFireEnd"); + TNT1 A 7 A_RifleFire(true,true); + TNT1 A 0 A_JumpIfNoAmmo("ZoomedAltFireEnd"); + TNT1 A 7 A_RifleFire(true,true); ZoomedAltFireEnd: - SRSI A 6; + TNT1 A 6; Goto Idle; Reload: + SRFI A 0 A_JumpIf(invoker.sniperzoom>1.0,"ZoomedReload"); SRFI A 8 A_ToggleLight(); Goto Idle; + ZoomedReload: + TNT1 A 8 A_ToggleLight(); + Goto Idle; Zoom: SRSU A 0 A_JumpIf(invoker.sniperzoom>1.0,"ZoomOut"); SRSU A 0 A_PlaySound("rifle/scopeon",CHAN_ITEM,.5); SRSU ABCDEFGHIJKLMN 1; + SRSI A 0; Goto ZoomHold; ZoomHold: TNT1 A 1 @@ -313,12 +318,14 @@ Class URifle : UnrealWeapon ZoomOut: SRSD A 0 A_ZoomFactor(invoker.sniperzoom=1.0,ZOOM_INSTANT); SRSD A 0 A_PlaySound("rifle/scopeoff",CHAN_ITEM,.5); + SRSI A 1; SRSD ABCDEFGHIJKLMNO 1; Goto Idle; Deselect: SRFD A 0 A_JumpIf(invoker.sniperzoom<=1.0,"Deselect2"); SRSD A 0 A_ZoomFactor(invoker.sniperzoom=1.0,ZOOM_INSTANT); SRSD A 0 A_PlaySound("rifle/scopeoff",CHAN_ITEM,.5); + SRSI A 1; SRSD ABCDEFGHIJKLMNO 1; Deselect2: SRFD A 0