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:
parent
5346b420e3
commit
a21aa43f35
1485 changed files with 1157 additions and 380 deletions
|
|
@ -139,7 +139,7 @@ Class UFireball : Actor
|
|||
}
|
||||
A_SprayDecal("SmallRocketBlast");
|
||||
Scale *= FRandom[ExploS](0.6,0.9);
|
||||
Vector3 dir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
|
||||
Vector3 dir = dt_Utility.Vec3FromAngle(angle,pitch);
|
||||
int numpt = Random[ExploS](10,15);
|
||||
if ( bAMBUSH ) numpt /= 3;
|
||||
for ( int i=0; i<numpt; i++ )
|
||||
|
|
@ -212,7 +212,7 @@ Class UFireball2 : UFireball
|
|||
scale *= 2.;
|
||||
A_Explode(GetMissileDamage(0,0),90);
|
||||
UTMainHandler.DoBlast(self,90,12000);
|
||||
Vector3 dir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
|
||||
Vector3 dir = dt_Utility.Vec3FromAngle(angle,pitch);
|
||||
int numpt = Random[ExploS](10,15);
|
||||
for ( int i=0; i<numpt; i++ )
|
||||
{
|
||||
|
|
@ -222,7 +222,7 @@ Class UFireball2 : UFireball
|
|||
s.scale *= FRandom[ExploS](1.9,2.5);
|
||||
s.SetShade(Color(1,1,1)*Random[ExploS](32,64));
|
||||
}
|
||||
Vector3 HitNormal = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
|
||||
Vector3 HitNormal = dir;
|
||||
if ( BlockingLine )
|
||||
{
|
||||
HitNormal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
|
||||
|
|
@ -369,13 +369,13 @@ Class FlameGun : UnrealWeapon
|
|||
Vector3 x, y, z, x2, y2, z2, dir;
|
||||
double a, s;
|
||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-z);
|
||||
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-3*y-z);
|
||||
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
|
||||
for ( int i=0; i<(bAlt?1:3); i++ )
|
||||
{
|
||||
a = FRandom[FlameGun](0,360);
|
||||
s = FRandom[FlameGun](0,bAlt?0.:.06);
|
||||
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
||||
dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
|
||||
let p = Spawn(bAlt?"UFireball2":"UFireball",origin);
|
||||
p.angle = atan2(dir.y,dir.x);
|
||||
p.pitch = asin(-dir.z);
|
||||
|
|
@ -386,7 +386,7 @@ Class FlameGun : UnrealWeapon
|
|||
for ( int i=0; i<numpt; i++ )
|
||||
{
|
||||
let s = Spawn("UTViewSpark",origin);
|
||||
UTViewSpark(s).ofs = (10,3,-1);
|
||||
UTViewSpark(s).ofs = (10,-3,-1);
|
||||
UTViewSpark(s).vvel = (FRandom[FlameGun](3,12),FRandom[FlameGun](-2,2),FRandom[FFlameGun](-2,2));
|
||||
s.target = self;
|
||||
s.A_SetTranslation('FlamGSpark');
|
||||
|
|
@ -394,7 +394,7 @@ Class FlameGun : UnrealWeapon
|
|||
for ( int i=0; i<8; i++ )
|
||||
{
|
||||
let s = Spawn("UTViewSmoke",origin);
|
||||
UTViewSmoke(s).ofs = (10,3,-1);
|
||||
UTViewSmoke(s).ofs = (10,-3,-1);
|
||||
UTViewSmoke(s).vvel = (FRandom[FlameGun](0,1.2),FRandom[FlameGun](-.3,.3),FRandom[FlameGun](-.3,.3));
|
||||
s.target = self;
|
||||
s.scale *= 1.6;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue