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:
parent
5346b420e3
commit
a21aa43f35
1485 changed files with 1157 additions and 380 deletions
|
|
@ -107,7 +107,7 @@ Class RazorBlade : Actor
|
|||
dpitch = deltaangle(oldgpitch,target.pitch);
|
||||
gangle += dangle;
|
||||
gpitch += dpitch;
|
||||
vel += (cos(gangle)*cos(gpitch),sin(gangle)*cos(gpitch),-sin(gpitch))*15./TICRATE;
|
||||
vel += dt_Utility.Vec3FromAngle(gangle,gpitch)*15./TICRATE;
|
||||
double spd = vel.length();
|
||||
vel = vel*clamp(spd,10,15)/spd;
|
||||
gvel = vel;
|
||||
|
|
@ -124,7 +124,7 @@ Class RazorBlade : Actor
|
|||
A_AlertMonsters();
|
||||
A_SprayDecal("WallCrack",-20);
|
||||
int numpt = Random[Ripper](5,10);
|
||||
Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
|
||||
Vector3 x = dt_Utility.Vec3FromAngle(angle,pitch);
|
||||
for ( int i=0; i<numpt; i++ )
|
||||
{
|
||||
Vector3 pvel = (-x+(FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8))).unit()*FRandom[Ripper](0.1,1.2);
|
||||
|
|
@ -260,7 +260,7 @@ Class Razorjack : UnrealWeapon
|
|||
else p.special1 = invoker.special1;
|
||||
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.target = self;
|
||||
}
|
||||
Default
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue