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

@ -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);
}