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:
parent
862dd7f81a
commit
80f472bb62
25 changed files with 118 additions and 102 deletions
|
|
@ -59,7 +59,7 @@ Class UMinigun : UnrealWeapon
|
|||
if ( !alt ) MinigunLight(l).cnt--;
|
||||
Vector3 x, y, z, x2, y2, z2;
|
||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+y*3.0-z*3.0;
|
||||
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewheight),10*x+y*3-z*3);
|
||||
double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,alt?0.05:0.02);
|
||||
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
|
||||
Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
||||
|
|
@ -111,7 +111,7 @@ Class UMinigun : UnrealWeapon
|
|||
}
|
||||
if ( !Random[Minigun](0,1) )
|
||||
{
|
||||
let t = Spawn("MinigunTracer",origin+x*20.0);
|
||||
let t = Spawn("MinigunTracer",level.Vec3Offset(origin,x*20));
|
||||
t.angle = atan2(dir.y,dir.x);
|
||||
t.pitch = asin(-dir.z);
|
||||
MinigunTracer(t).dest = d.HitLocation;
|
||||
|
|
@ -125,7 +125,7 @@ Class UMinigun : UnrealWeapon
|
|||
UTViewSmoke(s).vvel += (FRandom[Minigun](0.2,0.8),FRandom[Minigun](-0.3,0.3),FRandom[Minigun](-0.3,0.3));
|
||||
s.target = self;
|
||||
}
|
||||
origin += x*4.0+y*3.0-z*12.0;
|
||||
origin = level.Vec3Offset(origin,x*4+y*3-z*12);
|
||||
let c = Spawn("UCasing",origin);
|
||||
c.vel = x*FRandom[Junk](-1.5,1.5)-y*FRandom[Junk](2,4)+z*FRandom[Junk](-2,1);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue