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

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