Beta 3. Not a lot of really noticeable changes, just more polishing.
- Made Rifle scope shader toggleable, and tweaked its visuals a bit. - Various adjustments to vector math (using portal-aware functions). - Adjusted the penetration mechanics of the Quadshot, should be able to better go through multiple targets now. - Fixed incorrect state jump after zoomed rifle altfire. - Reduced the range of the Detector (2048 → 512), it was too massive. - [flak_m] Fixed the issue where some looping weapon sounds would get stuck if the player died or dropped the weapon. - Corrected Gun Lore description of Flamethrower altfire.
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commit
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25 changed files with 118 additions and 102 deletions
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@ -168,10 +168,10 @@ Class Betamag : UnrealWeapon
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}
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Vector3 x, y, z, x2, y2, z2;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10.0*x);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
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int ydir = slave?-1:1;
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if ( alt ) origin = level.Vec3Offset(origin,-z*2.5+ydir*y*1.5);
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else origin = level.Vec3Offset(origin,-z*1.5+ydir*y*2.0);
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else origin = level.Vec3Offset(origin,-z*1.5+ydir*y*2);
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double a = FRandom[Betamag](0,360), s = FRandom[Betamag](0,alt?invoker.altaccuracy:0.01);
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[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
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@ -227,7 +227,7 @@ Class Betamag : UnrealWeapon
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s.target = self;
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s.alpha *= 0.5;
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}
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origin = level.Vec3Offset(origin,x*5.0+ydir*y*8.0-z*2.0);
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origin = level.Vec3Offset(origin,x*5+ydir*y*8-z*2);
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let c = Spawn(slave?"BCasing2":"BCasing",origin);
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c.vel = x*FRandom[Junk](-1.5,1.5)+y*ydir*FRandom[Junk](2,4)+z*FRandom[Junk](2,3);
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}
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@ -241,17 +241,27 @@ Class Betamag : UnrealWeapon
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Super.Travelled();
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slaveactive = false;
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}
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override void DetachFromOwner()
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{
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Owner.A_StopSound(CHAN_ITEM);
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Owner.A_StopSound(CHAN_6);
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Owner.A_StopSound(CHAN_7);
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Super.DetachFromOwner();
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}
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override void OwnerDied()
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{
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Super.OwnerDied();
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slavespin = slavewhip = slaverefire = 0;
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if ( Owner.player.ReadyWeapon != self ) return;
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if ( !Owner.player || (Owner.player.ReadyWeapon != self) ) return;
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Owner.A_StopSound(CHAN_ITEM);
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Owner.A_StopSound(CHAN_6);
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Owner.A_StopSound(CHAN_7);
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let psp = Owner.player.FindPSprite(2);
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if ( psp )
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{
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slaveactive = false;
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Owner.player.SetPSprite(2,ResolveState("LeftDeselect"));
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}
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Super.OwnerDied();
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}
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override void DoEffect()
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{
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