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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25 changed files with 118 additions and 102 deletions
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@ -201,7 +201,7 @@ Class UFlakCannon : UnrealWeapon
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Vector3 x, y, z;
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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)+10.0*x+5.0*y-4.0*z;
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+5*y-4*z);
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[x, y, z] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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Vector3 offsets[8]; // vanilla adds these to each chunk
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offsets[0] = (0,0,0);
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@ -260,7 +260,7 @@ Class UFlakCannon : UnrealWeapon
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Vector3 x, y, z;
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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)+10.0*x+5.0*y-4.0*z;
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+5*y-4*z);
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Actor p = Spawn("UFlakSlug",origin);
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p.angle = angle;
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p.pitch = BulletSlope();
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