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
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a21aa43f35
1485 changed files with 1157 additions and 380 deletions
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@ -248,7 +248,7 @@ Class QuadShot : UnrealWeapon
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}
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Vector3 x, y, z, x2, y2, z2;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+y*2-z*2);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-z*2);
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[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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double a, s;
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Vector3 dir;
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@ -265,7 +265,7 @@ Class QuadShot : UnrealWeapon
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{
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a = FRandom[Quadshot](0,360);
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s = FRandom[Quadshot](0,0.09+0.05*spread);
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dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
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dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
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if ( !invoker.t ) invoker.t = new("QuadshotTracer");
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invoker.t.ignoreme = self;
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invoker.t.hitlist.Clear();
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@ -285,7 +285,7 @@ Class QuadShot : UnrealWeapon
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{
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a = FRandom[Quadshot](0,360);
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s = FRandom[Quadshot](0,0.08);
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dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
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dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
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if ( !invoker.t ) invoker.t = new("QuadshotTracer");
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invoker.t.ignoreme = self;
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invoker.t.hitlist.Clear();
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@ -307,7 +307,7 @@ Class QuadShot : UnrealWeapon
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for ( int i=0; i<numpt; i++ )
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{
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let s = Spawn("UTStaticViewSmoke",origin);
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UTViewSmoke(s).ofs = (10,2,-2);
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UTViewSmoke(s).ofs = (10,0,-2);
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UTViewSmoke(s).vvel += (FRandom[Quadshot](-0.05,0.25),FRandom[Quadshot](-0.3,0.3),FRandom[Sniper](-0.3,0.3));
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s.target = self;
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s.scale *= 1.2;
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@ -318,7 +318,7 @@ Class QuadShot : UnrealWeapon
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{
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Vector3 x, y, z;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),-x*4-y*8-z*8);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),-x*4+y*8-z*8);
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for ( int i=0; i<(4-invoker.clipcount); i++ )
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{
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let c = Spawn("QCasing",origin);
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