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

@ -248,7 +248,7 @@ Class QuadShot : 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-z*2);
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
double a, s;
Vector3 dir;
@ -265,7 +265,7 @@ Class QuadShot : UnrealWeapon
{
a = FRandom[Quadshot](0,360);
s = FRandom[Quadshot](0,0.09+0.05*spread);
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
if ( !invoker.t ) invoker.t = new("QuadshotTracer");
invoker.t.ignoreme = self;
invoker.t.hitlist.Clear();
@ -285,7 +285,7 @@ Class QuadShot : UnrealWeapon
{
a = FRandom[Quadshot](0,360);
s = FRandom[Quadshot](0,0.08);
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
if ( !invoker.t ) invoker.t = new("QuadshotTracer");
invoker.t.ignoreme = self;
invoker.t.hitlist.Clear();
@ -307,7 +307,7 @@ Class QuadShot : UnrealWeapon
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("UTStaticViewSmoke",origin);
UTViewSmoke(s).ofs = (10,2,-2);
UTViewSmoke(s).ofs = (10,0,-2);
UTViewSmoke(s).vvel += (FRandom[Quadshot](-0.05,0.25),FRandom[Quadshot](-0.3,0.3),FRandom[Sniper](-0.3,0.3));
s.target = self;
s.scale *= 1.2;
@ -318,7 +318,7 @@ Class QuadShot : UnrealWeapon
{
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),-x*4-y*8-z*8);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),-x*4+y*8-z*8);
for ( int i=0; i<(4-invoker.clipcount); i++ )
{
let c = Spawn("QCasing",origin);