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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parent
5346b420e3
commit
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1485 changed files with 1157 additions and 380 deletions
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@ -160,10 +160,10 @@ Class OLSMP : UnrealWeapon
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vel.z += (player.onground?.5:.15);
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}
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
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origin = level.Vec3Offset(origin,-z+y*4);
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origin = level.Vec3Offset(origin,-z-y*4);
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double a = FRandom[Automag](0,360), s = FRandom[Automag](0,alt?(0.05+invoker.altaccuracy):0.05);
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[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
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Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
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FLineTraceData d;
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LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
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UTBulletTrail.DoTrail(self,origin,dir,10000,alt?6:4);
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@ -212,15 +212,15 @@ Class OLSMP : UnrealWeapon
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for ( int i=0; i<3; i++ )
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{
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let s = Spawn("UTViewSmoke",origin);
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UTViewSmoke(s).ofs = (10,4,-1);
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UTViewSmoke(s).ofs = (10,-4,-1);
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s.target = self;
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s.alpha *= 0.5;
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}
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origin = level.Vec3Offset(origin,x*8+y*6-z*2);
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origin = level.Vec3Offset(origin,x*8-y*6-z*2);
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let c = Spawn("UCasing",origin);
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c.angle = angle;
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c.pitch = pitch;
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c.vel = x*FRandom[Junk](-1.5,1.5)+y*FRandom[Junk](2,4)+z*FRandom[Junk](2,3);
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c.vel = x*FRandom[Junk](-1.5,1.5)-y*FRandom[Junk](2,4)+z*FRandom[Junk](2,3);
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}
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override bool CheckAmmo( int fireMode, bool autoSwitch, bool requireAmmo, int ammocount )
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{
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@ -353,7 +353,7 @@ Class OLSMP : UnrealWeapon
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UTPlayer(self).PlayReloading();
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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*4.+y*4.-z*18.);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*4.-z*18.);
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let c = Spawn("OLSMPMag",origin);
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c.angle = angle;
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c.pitch = pitch;
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