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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25 changed files with 118 additions and 102 deletions
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@ -489,7 +489,7 @@ Class StarterImpalerBolt : ImpalerBolt
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if ( target.player )
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{
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[x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll);
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origin = target.Vec2OffsetZ(0,0,target.player.viewz)+15*x+2*y-2.5*z;
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origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),15*x+2*y-2.5*z);
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}
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else origin = target.Vec3Offset(0,0,target.missileheight);
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SetOrigin(origin,true);
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@ -770,8 +770,8 @@ Class Impaler : UnrealWeapon
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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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if ( beam ) beam.Destroy();
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Super.OwnerDied();
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}
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override void DetachFromOwner()
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{
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@ -780,8 +780,8 @@ Class Impaler : UnrealWeapon
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}
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override void OnDestroy()
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{
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Super.OnDestroy();
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if ( beam ) beam.Destroy();
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Super.OnDestroy();
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}
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private action bool TryHit( double angle, int dmg )
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{
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