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

@ -63,7 +63,7 @@ Class URifle : UnrealWeapon
{
Super.DetachFromOwner();
PlayerInfo p = players[consoleplayer];
if ( p.Camera == Owner ) Shader.SetEnabled(p,"URifleScope",false);
if ( p.Camera == Owner ) PPShader.SetEnabled("URifleScope",false);
bLightOn = false;
if ( lt[0] ) lt[0].Destroy();
if ( lt[1] ) lt[1].Destroy();
@ -71,8 +71,8 @@ Class URifle : UnrealWeapon
override void RenderOverlay( RenderEvent e )
{
PlayerInfo p = players[consoleplayer];
if ( (p.Camera != Owner) || (sniperzoom <= 1.) ) Shader.SetEnabled(p,"URifleScope",false);
else Shader.SetEnabled(p,"URifleScope",CVar.GetCVar('sting_zoomshader',p).GetBool());
if ( (p.Camera != Owner) || (sniperzoom <= 1.) ) PPShader.SetEnabled("URifleScope",false);
else PPShader.SetEnabled("URifleScope",sting_zoomshader);
}
override void DoEffect()
{
@ -137,11 +137,11 @@ Class URifle : UnrealWeapon
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
if ( !zoomed ) origin = level.Vec3Offset(origin,y*3-z*2);
if ( !zoomed ) origin = level.Vec3Offset(origin,-y*3-z*2);
FLineTraceData d;
double pt = BulletSlope();
LineTrace(angle,10000,pt,TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
UTBulletTrail.DoTrail(self,origin,(cos(angle)*cos(pt),sin(angle)*cos(pt),-sin(pt)),10000,alt?3:1);
UTBulletTrail.DoTrail(self,origin,dt_Utility.Vec3FromAngle(angle,pt),10000,alt?3:1);
if ( d.HitType == TRACE_HitActor )
{
int dmg = 45;
@ -195,13 +195,13 @@ Class URifle : UnrealWeapon
for ( int i=0; i<24; i++ )
{
let s = Spawn("UTStaticViewSmoke",origin);
UTViewSmoke(s).ofs = (10,3,-2);
UTViewSmoke(s).ofs = (10,-3,-2);
UTViewSmoke(s).vvel += (FRandom[Sniper](-0.05,0.15),FRandom[Sniper](-1.2,1.2),FRandom[Sniper](-0.1,0.1));
s.target = self;
s.scale *= 1.8;
s.alpha *= 0.3;
}
origin = level.Vec3Offset(origin,x*4+y*6-z*10);
origin = level.Vec3Offset(origin,x*4-y*6-z*10);
let c = Spawn("UCasing",origin);
c.scale *= 1.25;
c.angle = angle;