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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@ -360,7 +360,7 @@ Class MotionDetector : UnrealInventory
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for ( int i=0; i<nearscan.Size(); i++ )
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{
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Vector2 absofs = level.Vec2Diff(Owner.pos.xy,nearscan[i].pos.xy);
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absofs *= (96./2048.);
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absofs *= (96./512.);
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double ang = Owner.angle-90;
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Vector2 relofs = (absofs.x*cos(ang)+absofs.y*sin(ang),-absofs.y*cos(ang)+absofs.x*sin(ang));
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if ( max(abs(relofs.x),abs(relofs.y)) > 48. ) continue;
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@ -389,7 +389,7 @@ Class MotionDetector : UnrealInventory
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else if ( !bActive && tracer ) tracer.Destroy();
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if ( !bActive ) return;
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nearscan.Clear();
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let bi = BlockThingsIterator.Create(Owner,2048);
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let bi = BlockThingsIterator.Create(Owner,512);
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while ( bi.Next() )
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{
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if ( !bi.Thing || (bi.Thing == Owner) || !bi.Thing.bISMONSTER || bi.Thing.Health <= 0 ) continue;
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