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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@ -388,7 +388,7 @@ Class Eightball : UnrealWeapon
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Vector3 x, y, z, x2, y2, z2;
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double a, s;
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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)+10*x-2*z;
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2*z);
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[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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Actor p;
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if ( weap.bAltFire )
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@ -399,7 +399,7 @@ Class Eightball : UnrealWeapon
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a = FRandom[Eightball](0,360);
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s = FRandom[Eightball](0,(num>1)?12:0);
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Vector3 dir = (x2+cos(a)*y2*s*0.004+sin(a)*z2*s*0.004).unit();
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p = Spawn("UGrenade",origin+cos(a)*y*s+sin(a)*z*s);
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p = Spawn("UGrenade",level.Vec3Offset(origin,cos(a)*y*s+sin(a)*z*s));
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p.vel = x*(vel dot x)*0.4 + dir*p.speed*FRandom[Eightball](1.0,1.2);
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p.vel.z += 3.5;
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p.target = self;
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@ -408,7 +408,7 @@ Class Eightball : UnrealWeapon
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else if ( num <= 1 )
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{
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// single rocket
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p = Spawn("URocket",origin+cos(a)*y*s+sin(a)*z*s);
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p = Spawn("URocket",level.Vec3Offset(origin,cos(a)*y*s+sin(a)*z*s));
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p.vel = x2*p.speed;
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p.target = self;
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p.tracer = invoker.LockedTarget;
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@ -421,7 +421,7 @@ Class Eightball : UnrealWeapon
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s = (num>1)?6:0;
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for ( int i=0; i<num; i++ )
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{
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p = Spawn("URocket",origin+cos(a)*y*s+sin(a)*z*s);
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p = Spawn("URocket",level.Vec3Offset(origin,cos(a)*y*s+sin(a)*z*s));
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p.vel = x2*p.speed;
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p.target = self;
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p.tracer = invoker.LockedTarget;
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@ -436,7 +436,7 @@ Class Eightball : UnrealWeapon
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s = -range*0.5;
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for ( int i=0; i<num; i++ )
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{
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p = Spawn("URocket",origin+sin(s)*y);
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p = Spawn("URocket",level.Vec3Offset(origin,sin(s)*y));
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p.vel = (x2+sin(s)*y2).unit()*p.speed;
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p.target = self;
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p.tracer = invoker.LockedTarget;
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