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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@ -50,7 +50,7 @@ Class Bonesaw : UnrealWeapon
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FLineTraceData d;
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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),y*4-z*4);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),z*4);
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LineTrace(angle,DEFMELEERANGE,slope,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
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if ( d.HitType != TRACE_HitNone )
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{
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@ -91,7 +91,7 @@ Class Bonesaw : UnrealWeapon
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invoker.special1++;
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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*15+y*4-z*4);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*15-z*4);
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if ( waterlevel >= 3 )
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{
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UTMainHandler.DoKnockback(self,x,5000);
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@ -114,7 +114,7 @@ Class Bonesaw : UnrealWeapon
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A_AlertMonsters();
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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*15+y*4-z*4);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*15-z*4);
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if ( waterlevel >= 3 )
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{
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UTMainHandler.DoKnockback(self,x,20000);
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