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.
This commit is contained in:
Marisa the Magician 2022-11-06 00:02:46 +01:00
commit a21aa43f35
1485 changed files with 1157 additions and 380 deletions

View file

@ -193,13 +193,13 @@ Class Automag : UnrealWeapon
Vector3 x, y, z, x2, y2, z2;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
int ydir = slave?-1:1;
int ydir = slave?1:-1;
if ( alt ) origin = level.Vec3Offset(origin,-z*3+ydir*y);
else origin = level.Vec3Offset(origin,-z+ydir*y*4);
double a = FRandom[Automag](0,360), s = FRandom[Automag](0,alt?invoker.altaccuracy:0.01);
if ( invoker.Amount > 1 ) s *= 1.6;
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
FLineTraceData d;
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
UTBulletTrail.DoTrail(self,origin,dir,10000,int((invoker.Amount+alt)**2));
@ -551,7 +551,7 @@ Class Automag : UnrealWeapon
invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount<invoker.default.slaveclipcount)&&(invoker.Ammo1.Amount>0));
Vector3 x, y, z, origin;
[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*4.-z*8.);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*4.-z*8.);
let c = Spawn("AutomagMag",origin);
c.angle = angle;
c.pitch = pitch;
@ -587,7 +587,7 @@ Class Automag : UnrealWeapon
invoker.slavereload = false;
Vector3 x, y, z, origin;
[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*4.-z*8.);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*4.-z*8.);
let c = Spawn("AutomagMag",origin);
c.angle = angle;
c.pitch = pitch;