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
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1485 changed files with 1157 additions and 380 deletions
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@ -126,7 +126,7 @@ Class StunProj : Actor
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return;
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}
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// step trace
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tracedir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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tracedir = dt_Utility.Vec3FromAngle(angle,pitch);
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t.ShootThroughList.Clear();
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t.Trace(pos,cursector,tracedir,500,0);
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for ( int i=0; i<t.ShootThroughList.Size(); i++ )
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@ -212,7 +212,7 @@ Class StunProj : Actor
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A_QuakeEx(1,1,1,3,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollintensity:0.2);
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A_StartSound("stun/hit",CHAN_VOICE,pitch:FRandom[Stunner](1.5,1.9)-0.08*specialf1);
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A_AlertMonsters(gameinfo.gametype&GAME_Strife?100:0);
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Vector3 dir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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Vector3 dir = dt_Utility.Vec3FromAngle(angle,pitch);
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int numpt = Random[ExploS](10,15);
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for ( int i=0; i<numpt; i++ )
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{
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@ -272,7 +272,7 @@ Class StunnerImpact : Actor
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Super.PostBeginPlay();
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A_SprayDecal("WallCrack",20);
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int numpt = Random[Stunner](10,20);
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Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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Vector3 x = dt_Utility.Vec3FromAngle(angle,pitch);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (-x+(FRandom[Stunner](-.8,.8),FRandom[Stunner](-.8,.8),FRandom[Stunner](-.8,.8))).unit()*FRandom[Stunner](0.1,1.2);
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