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

@ -79,7 +79,7 @@ Class SMiniShell : FastProjectile
Scale *= FRandom[ExploS](1.4,1.8);
Scale.x *= RandomPick[ExploS](-1,1);
Scale.y *= RandomPick[ExploS](-1,1);
Vector3 dir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
Vector3 dir = dt_Utility.Vec3FromAngle(angle,pitch);
int numpt = Random[ExploS](20,30);
for ( int i=0; i<numpt; i++ )
{
@ -207,15 +207,15 @@ Class SMiniGun : 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+y*2-z*2);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-y*2-z*2);
for ( int i=0; i<(bAlt?4:1); i++ )
{
if ( bAlt && !weap.DepleteAmmo(weap.bAltFire,true,1) ) break;
int pos = bAlt?i:invoker.special1;
origin = level.Vec3Offset(origin,x*(!(pos%2)?-1.5:1.5)+y*(pos<2?1.5:-1.5));
origin = level.Vec3Offset(origin,x*(!(pos%2)?-1.5:1.5)+y*(pos<2?-1.5:1.5));
double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,bAlt?0.12:0.03);
[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);
vel -= dir*(player.onground?3:1.2);
vel.z += (player.onground?0.8:.1);
let p = Spawn("SMiniShell",origin);
@ -227,7 +227,7 @@ Class SMiniGun : UnrealWeapon
for ( int i=0; i<20; i++ )
{
let s = Spawn("UTStaticViewSmoke",origin);
UTViewSmoke(s).ofs = (10,2,-2);
UTViewSmoke(s).ofs = (10,-2,-2);
UTViewSmoke(s).vvel += (FRandom[SMini](-0.05,0.5),FRandom[SMini](-0.2,0.2),FRandom[SMini](-0.2,0.2));
s.target = self;
s.scale *= 1.8;