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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@ -58,7 +58,7 @@ Class PeaceTrail : Actor
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Destroy();
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return;
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}
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Vector3 dir = (cos(target.angle)*cos(target.pitch),sin(target.angle)*cos(target.pitch),-sin(target.pitch));
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Vector3 dir = dt_Utility.Vec3FromAngle(target.angle,target.pitch);
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SetOrigin(level.Vec3Offset(target.pos,-dir*3),true);
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}
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States
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@ -285,7 +285,7 @@ Class PeaceBarrel : Actor
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let f = Spawn("PeaceFragment",Vec3Offset(FRandom[EFrag](-8,8),FRandom[EFrag](-8,8),FRandom[EFrag](4,12)));
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ang = FRandom[EFrag](0,360);
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pt = FRandom[EFrag](-90,90);
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f.vel = (cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(pt))*FRandom[EFrag](4,20);
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f.vel = dt_Utility.Vec3FromAngle(ang,pt)*FRandom[EFrag](4,20);
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f.vel.z += 3.;
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}
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int numpt = Random[ExploS](20,35);
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@ -440,7 +440,7 @@ Class Peacemaker : UnrealWeapon
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p.special1 = invoker.special2;
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p.angle = angle;
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p.pitch = BulletSlope();
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p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
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p.vel = dt_Utility.Vec3FromAngle(p.angle,p.pitch)*p.speed;
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p.vel.z += 2.;
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p.target = self;
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if ( weap.Ammo1.Amount <= 0 ) player.SetPSprite(PSP_WEAPON,invoker.FindState("EmptyIdle"));
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