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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parent
862dd7f81a
commit
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25 changed files with 118 additions and 102 deletions
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@ -72,10 +72,6 @@ Class OLSMP : UnrealWeapon
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{
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return ClipCount, -1, (ClipCount<35), false;
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}
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override void PlayUpSound( Actor origin )
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{
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origin.A_PlaySound(upsound,CHAN_WEAPON,Dampener.Active(origin)?.1:1.,pitch:0.8);
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}
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override bool TryPickup( in out Actor toucher )
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{
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if ( !sting_olsmp ) return false; // not allowed
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@ -157,8 +153,8 @@ Class OLSMP : UnrealWeapon
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vel -= x*(player.onground?2.2:1.);
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vel.z += (player.onground?.5:.15);
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}
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Vector3 origin = Vec2OffsetZ(0,0,player.viewz)+10.0*x;
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origin = origin-z*1.0+y*4.0;
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
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origin = level.Vec3Offset(origin,-z+y*4);
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double a = FRandom[Automag](0,360), s = FRandom[Automag](0,alt?(0.05+invoker.altaccuracy):0.05);
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[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
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@ -213,7 +209,7 @@ Class OLSMP : UnrealWeapon
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s.target = self;
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s.alpha *= 0.5;
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}
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origin += x*8.0+y*6.0-z*2.0;
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origin = level.Vec3Offset(origin,x*8+y*6-z*2);
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let c = Spawn("UCasing",origin);
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c.vel = x*FRandom[Junk](-1.5,1.5)+y*FRandom[Junk](2,4)+z*FRandom[Junk](2,3);
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}
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