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
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25 changed files with 118 additions and 102 deletions
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@ -137,8 +137,8 @@ Class ViewStingerChunk : StingerChunk
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}
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Vector3 x, y, z;
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[x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll);
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Vector3 origin = x*ofs.x+y*ofs.y+z*ofs.z+(0,0,target.player.viewz);
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SetOrigin(target.Vec2OffsetZ(origin.x,origin.y,origin.z),true);
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Vector3 origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),x*ofs.x+y*ofs.y+z*ofs.z);
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SetOrigin(origin,true);
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bInvisible = (players[consoleplayer].camera != target);
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if ( isFrozen() ) return;
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ofs += vvel;
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@ -549,7 +549,7 @@ Class Stinger : UnrealWeapon
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A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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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)+5.0*x+8.0*y-8.0*z;
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),5*x+8*y-8*z);
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Actor p = Spawn("StingerProjectile",origin);
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p.angle = angle;
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p.pitch = BulletSlope();
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@ -594,7 +594,7 @@ Class Stinger : UnrealWeapon
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A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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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 = (pos.x,pos.y,player.viewz)+5.0*x+8.0*y-8.0*z;
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),5*x+8*y-8*z);
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[x, y, z] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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Actor p;
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double a, s;
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