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
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@ -156,7 +156,7 @@ Class URocket : Actor
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}
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if ( !invoker.ringex ) return;
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Actor r = Spawn("ASMDSBeamRing",pos);
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Vector3 HitNormal = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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Vector3 HitNormal = dt_Utility.Vec3FromAngle(angle,pitch);
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if ( BlockingLine ) HitNormal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
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else if ( BlockingFloor )
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{
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@ -428,8 +428,8 @@ Class Eightball : UnrealWeapon
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{
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a = FRandom[Eightball](0,360);
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s = FRandom[Eightball](0,(num>1)?12:0);
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Vector3 dir = (x2+cos(a)*y2*s*0.004+sin(a)*z2*s*0.004).unit();
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p = Spawn("UGrenade",level.Vec3Offset(origin,cos(a)*y*s+sin(a)*z*s));
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Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s*0.004);
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p = Spawn("UGrenade",level.Vec3Offset(origin,dt_Utility.CircleOffset(y,z,a,s)));
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p.vel = x*(vel dot x)*0.4 + dir*p.speed*FRandom[Eightball](1.0,1.2);
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p.vel.z += 3.5;
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p.target = self;
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@ -438,7 +438,7 @@ Class Eightball : UnrealWeapon
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else if ( num <= 1 )
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{
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// single rocket
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p = Spawn("URocket",level.Vec3Offset(origin,cos(a)*y*s+sin(a)*z*s));
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p = Spawn("URocket",level.Vec3Offset(origin,dt_Utility.CircleOffset(y,z,a,s)));
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p.vel = x2*p.speed;
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p.target = self;
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p.tracer = invoker.LockedTarget;
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@ -451,7 +451,7 @@ Class Eightball : UnrealWeapon
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s = (num>1)?6:0;
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for ( int i=0; i<num; i++ )
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{
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p = Spawn("URocket",level.Vec3Offset(origin,cos(a)*y*s+sin(a)*z*s));
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p = Spawn("URocket",level.Vec3Offset(origin,dt_Utility.CircleOffset(y,z,a,s)));
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p.vel = x2*p.speed;
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p.target = self;
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p.tracer = invoker.LockedTarget;
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@ -500,7 +500,7 @@ Class Eightball : UnrealWeapon
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while ( a = Actor(t.Next()) )
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{
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if ( !a.bSHOOTABLE || (a.Health <= 0) || a.bKilled || !a.bIsMonster || a.bCorpse || (a == self) || isTeammate(a) || !CheckSight(a) ) continue;
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Vector3 viewdir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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Vector3 viewdir = dt_Utility.Vec3FromAngle(angle,pitch);
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Vector3 reldir = level.Vec3Diff(Vec2OffsetZ(0,0,player.viewz),a.Vec2OffsetZ(0,0,a.pos.z+a.height*0.5));
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double reldist = reldir.length();
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if ( reldist > 2000 ) continue;
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