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

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