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

@ -50,7 +50,7 @@ Class Bonesaw : UnrealWeapon
FLineTraceData d;
Vector3 x, y, z, origin;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),y*4-z*4);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),z*4);
LineTrace(angle,DEFMELEERANGE,slope,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
if ( d.HitType != TRACE_HitNone )
{
@ -91,7 +91,7 @@ Class Bonesaw : UnrealWeapon
invoker.special1++;
Vector3 x, y, z, origin;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*15+y*4-z*4);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*15-z*4);
if ( waterlevel >= 3 )
{
UTMainHandler.DoKnockback(self,x,5000);
@ -114,7 +114,7 @@ Class Bonesaw : UnrealWeapon
A_AlertMonsters();
Vector3 x, y, z, origin;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*15+y*4-z*4);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*15-z*4);
if ( waterlevel >= 3 )
{
UTMainHandler.DoKnockback(self,x,20000);