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

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