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:
parent
862dd7f81a
commit
80f472bb62
25 changed files with 118 additions and 102 deletions
|
|
@ -314,7 +314,7 @@ Class FlameGun : UnrealWeapon
|
|||
Vector3 x, y, z;
|
||||
double a, s;
|
||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = (pos.x,pos.y,player.viewz)+10*x+3*y-z;
|
||||
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-z);
|
||||
Actor p = Spawn(bAlt?"UFireball2":"UFireball",origin);
|
||||
p.angle = angle;
|
||||
p.pitch = BulletSlope();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue