1.2 update, w/ GZDoom 4.9 stuff:
- Customizable player skins here too.
- Integrated re-skin add-ons ("Old Sounds" is still separate).
- The usual fixes and optimizations.
- All weapons are now left-handed, where possible.
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5346b420e3
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1485 changed files with 1157 additions and 380 deletions
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@ -193,13 +193,13 @@ Class Automag : UnrealWeapon
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Vector3 x, y, z, x2, y2, z2;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
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int ydir = slave?-1:1;
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int ydir = slave?1:-1;
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if ( alt ) origin = level.Vec3Offset(origin,-z*3+ydir*y);
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else origin = level.Vec3Offset(origin,-z+ydir*y*4);
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double a = FRandom[Automag](0,360), s = FRandom[Automag](0,alt?invoker.altaccuracy:0.01);
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if ( invoker.Amount > 1 ) s *= 1.6;
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[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
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Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
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FLineTraceData d;
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LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
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UTBulletTrail.DoTrail(self,origin,dir,10000,int((invoker.Amount+alt)**2));
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@ -551,7 +551,7 @@ Class Automag : UnrealWeapon
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invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount<invoker.default.slaveclipcount)&&(invoker.Ammo1.Amount>0));
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Vector3 x, y, z, origin;
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[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*4.-z*8.);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*4.-z*8.);
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let c = Spawn("AutomagMag",origin);
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c.angle = angle;
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c.pitch = pitch;
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@ -587,7 +587,7 @@ Class Automag : UnrealWeapon
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invoker.slavereload = false;
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Vector3 x, y, z, origin;
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[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*4.-z*8.);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*4.-z*8.);
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let c = Spawn("AutomagMag",origin);
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c.angle = angle;
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c.pitch = pitch;
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