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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862dd7f81a
commit
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25 changed files with 118 additions and 102 deletions
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@ -289,8 +289,7 @@ Class VoiceBox : UnrealInventory
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if ( pickup || bActive ) return false;
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Vector3 x, y, z;
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[x, y, z] = dt_CoordUtil.GetAxes(Owner.pitch,Owner.angle,Owner.roll);
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Vector3 origin = Owner.Vec2OffsetZ(0,0,Owner.player.viewz);
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origin = level.Vec3Offset(origin,x*20.-z*8.);
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Vector3 origin = level.Vec3Offset(Owner.Vec2OffsetZ(0,0,Owner.player.viewz),x*20-z*8);
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box = Spawn("VoiceBoxActive",origin);
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box.ReactionTime = Charge;
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box.vel = x*9.;
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@ -489,7 +488,7 @@ Class Flare : UnrealInventory
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if ( pickup ) return false;
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Vector3 x, y, z;
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[x, y, z] = dt_CoordUtil.GetAxes(Owner.pitch,Owner.angle,Owner.roll);
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Vector3 origin = level.Vec3Offset(Owner.Vec2OffsetZ(0,0,Owner.player.viewz),x*10.-z*8.);
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Vector3 origin = level.Vec3Offset(Owner.Vec2OffsetZ(0,0,Owner.player.viewz),x*10-z*8);
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let a = Spawn("FlareThrown",origin);
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a.target = Owner;
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a.angle = Owner.angle;
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@ -764,7 +763,7 @@ Class BetaFlare : UnrealInventory
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if ( pickup || bActive || (charge < defaultcharge) ) return false;
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Vector3 x, y, z;
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[x, y, z] = dt_CoordUtil.GetAxes(Owner.pitch,Owner.angle,Owner.roll);
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Vector3 origin = level.Vec3Offset(Owner.Vec2OffsetZ(0,0,Owner.player.viewz),x*10.-z*8.);
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Vector3 origin = level.Vec3Offset(Owner.Vec2OffsetZ(0,0,Owner.player.viewz),x*10-z*8);
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let a = Spawn(ThrownClass,origin);
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a.target = Owner;
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a.angle = Owner.angle;
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@ -1127,7 +1126,7 @@ Class Forcefield : UnrealInventory
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Vector3 origin = Owner.Vec2OffsetZ(0,0,Owner.player.viewz);
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FLineTraceData d;
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Owner.LineTrace(Owner.angle,90,Owner.pitch,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
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if ( d.HitType != TRACE_HitNone ) origin = d.HitLocation-d.HitDir*(GetDefaultByType("ForceFieldEffect").radius+8);
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if ( d.HitType != TRACE_HitNone ) origin = level.Vec3Offset(d.HitLocation,-d.HitDir*(GetDefaultByType("ForceFieldEffect").radius+8));
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else origin = d.HitLocation;
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Owner.LineTrace(0,GetDefaultByType("ForceFieldEffect").height/2,90,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
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origin = d.HitLocation;
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@ -1270,7 +1269,7 @@ Class UFlashLight1 : DynamicLight
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Destroy();
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return;
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}
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if ( target.player ) SetOrigin((target.pos.x,target.pos.y,target.player.viewz),true);
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if ( target.player ) SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true);
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else SetOrigin(target.vec3Offset(0,0,target.height*0.75),true);
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A_SetAngle(target.angle,SPF_INTERPOLATE);
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A_SetPitch(target.pitch,SPF_INTERPOLATE);
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@ -1548,9 +1547,9 @@ Class SentryItem : UnrealInventory
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normal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
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if ( !d.LineSide ) normal *= -1;
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}
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origin = d.HitLocation+normal*20;
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origin = level.Vec3Offset(d.HitLocation,normal*20);
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}
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else origin = d.HitLocation-d.HitDir*20;
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else origin = level.Vec3Offset(d.HitLocation,-d.HitDir*20);
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Owner.LineTrace(0,56,90,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
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origin = d.HitLocation;
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let a = Spawn("MinigunSentryBase",origin);
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@ -2275,9 +2274,9 @@ Class SentryGunItem : UnrealInventory
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normal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
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if ( !d.LineSide ) normal *= -1;
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}
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origin = d.HitLocation+normal*20;
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origin = level.Vec3Offset(d.HitLocation,normal*20);
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}
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else origin = d.HitLocation-d.HitDir*20;
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else origin = level.Vec3Offset(d.HitLocation,-d.HitDir*20);
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Owner.LineTrace(0,56,90,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
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origin = d.HitLocation;
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let a = Spawn("SentryGun",origin);
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