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

@ -546,7 +546,7 @@ Class UBioGlob : UBioGel
void SpawnSplash()
{
Vector3 ofs = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
Vector3 ofs = dt_Utility.Vec3FromAngle(angle,pitch);
for ( int i=0; i<2; i++ )
{
if ( numsplash-- <= 0 ) return;
@ -558,7 +558,7 @@ Class UBioGlob : UBioGel
d.scale *= FRandom[GES](0.5,0.7);
d.angle = atan2(dir.y,dir.x);
d.pitch = -asin(dir.z);
d.vel = (cos(d.angle)*cos(d.pitch),sin(d.angle)*cos(d.pitch),-sin(d.pitch))*d.speed*FRandom[GES](0.4,0.6);
d.vel = dt_Utility.Vec3FromAngle(d.angle,d.pitch)*d.speed*FRandom[GES](0.4,0.6);
d.vel.z -= 2;
}
}
@ -590,6 +590,39 @@ Class UBioRifle : UnrealWeapon
{
double chargesize, count;
bool bCharging;
int OldSkin;
override void Tick()
{
Super.Tick();
switch ( sting_oldbrifle )
{
case 1:
if ( OldSkin != 1 )
{
A_ChangeModel("",1,"","",1,"models/OldSkins","JBRifle1_.png");
A_ChangeModel("",0,"","",0,"models/OldSkins","JBrifle1.png",CMDL_USESURFACESKIN);
}
OldSkin = 1;
break;
case 2:
if ( OldSkin != 2 )
{
A_ChangeModel("",1,"","",1,"models/OldSkins","Jnapalm1_.png");
A_ChangeModel("",0,"","",0,"models/OldSkins","Jnapalm1.png",CMDL_USESURFACESKIN);
}
OldSkin = 2;
break;
case 0:
if ( OldSkin != 0 )
{
A_ChangeModel("",1,"","",1,"models","JBRifle1_.png");
A_ChangeModel("",0,"","",0,"models","JBrifle1.png",CMDL_USESURFACESKIN);
}
OldSkin = 0;
break;
}
}
override int, int, bool, bool GetClipAmount()
{
@ -617,7 +650,7 @@ Class UBioRifle : UnrealWeapon
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+4*y-5*z);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-4*y-5*z);
Actor p;
if ( bAlt )
{
@ -627,12 +660,12 @@ Class UBioRifle : UnrealWeapon
else p = Spawn("UBioGel",origin);
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;
for ( int i=0; i<12; i++ )
{
let s = Spawn("UTViewSmoke",origin);
UTViewSmoke(s).ofs = (10,4,-5);
UTViewSmoke(s).ofs = (10,-4,-5);
s.scale *= 2.0;
s.target = self;
if ( Random[GES](0,1) ) s.SetShade("40FF60");