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.
This commit is contained in:
Marisa the Magician 2019-09-28 20:59:00 +02:00
commit 80f472bb62
25 changed files with 118 additions and 102 deletions

View file

@ -544,7 +544,7 @@ Class DispersionPistol : UnrealWeapon
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);
Vector3 origin = (pos.x,pos.y,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);
p.angle = angle;
p.pitch = BulletSlope();
@ -616,7 +616,7 @@ Class DispersionPistol : UnrealWeapon
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);
Vector3 origin = (pos.x,pos.y,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);
p.angle = angle;
p.pitch = BulletSlope();