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

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