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

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