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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@ -55,9 +55,9 @@ Class URifle : UnrealWeapon
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{
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if ( sniperzoom <= 1. ) return;
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if ( reticle.IsNull() ) reticle = TexMan.CheckForTexture("UReticle",Texman.Type_Any);
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Screen.DrawTexture(reticle,false,300,300,DTA_VirtualWidth,600,DTA_VirtualHeight,600,DTA_LegacyRenderStyle,STYLE_Stencil,DTA_FillColor,Color(0,0,0));
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Screen.DrawTexture(reticle,false,320,320,DTA_VirtualWidth,640,DTA_VirtualHeight,640,DTA_LegacyRenderStyle,STYLE_Stencil,DTA_FillColor,Color(255,0,0));
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if ( !zfont ) zfont = Font.GetFont('UTFont40');
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Screen.DrawText(zfont,Font.CR_UNTRANSLATED,700,700,String.Format("X%.1f",sniperzoom),DTA_VirtualWidth,1280,DTA_VirtualHeight,960,DTA_LegacyRenderStyle,STYLE_Stencil,DTA_FillColor,Color(0,0,0));
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Screen.DrawText(zfont,Font.CR_UNTRANSLATED,700,700,String.Format("X%.1f",sniperzoom),DTA_VirtualWidth,1280,DTA_VirtualHeight,960,DTA_LegacyRenderStyle,STYLE_Stencil,DTA_FillColor,Color(255,0,0));
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}
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override void DetachFromOwner()
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{
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@ -72,7 +72,7 @@ Class URifle : UnrealWeapon
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{
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PlayerInfo p = players[consoleplayer];
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if ( (p.Camera != Owner) || (sniperzoom <= 1.) ) Shader.SetEnabled(p,"URifleScope",false);
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else Shader.SetEnabled(p,"URifleScope",true);
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else Shader.SetEnabled(p,"URifleScope",CVar.GetCVar('sting_zoomshader',p).GetBool());
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}
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override void DoEffect()
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{
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@ -143,8 +143,8 @@ Class URifle : UnrealWeapon
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l.target = self;
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Vector3 x, y, z;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = Vec2OffsetZ(0,0,player.viewz)+10.0*x;
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if ( !zoomed ) origin = origin+y*3.0-z*2.0;
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
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if ( !zoomed ) origin = level.Vec3Offset(origin,y*3-z*2);
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FLineTraceData d;
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LineTrace(angle,10000,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
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if ( d.HitType == TRACE_HitActor )
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@ -206,7 +206,7 @@ Class URifle : UnrealWeapon
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s.scale *= 1.8;
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s.alpha *= 0.3;
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}
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origin += x*4.0+y*6.0-z*10.0;
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origin = level.Vec3Offset(origin,x*4+y*6-z*10);
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let c = Spawn("UCasing",origin);
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c.scale *= 1.25;
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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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@ -292,7 +292,7 @@ Class URifle : UnrealWeapon
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TNT1 A 7 A_RifleFire(true,true);
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ZoomedAltFireEnd:
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TNT1 A 6;
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Goto Idle;
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Goto ZoomedIdle;
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Reload:
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SRFI A 0 A_JumpIf(invoker.sniperzoom>1.0,"ZoomedReload");
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SRFI A 8 A_ToggleLight();
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