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.
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5346b420e3
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1485 changed files with 1157 additions and 380 deletions
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@ -145,10 +145,10 @@ Class UFlakSlug : FlakSlug
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p.bHITOWNER = true;
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a = FRandom[Flak](0,360);
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s = FRandom[Flak](0,0.1);
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Vector3 dir = (x+y*cos(a)*s+z*sin(a)*s).unit();
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Vector3 dir = dt_Utility.ConeSpread(x,y,z,a,s);
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p.angle = atan2(dir.y,dir.x);
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p.pitch = -asin(dir.z);
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p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*(p.speed+FRandom[Flak](-3,3));
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p.vel = dt_Utility.Vec3FromAngle(p.angle,p.pitch)*(p.speed+FRandom[Flak](-3,3));
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p.target = target;
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}
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int numpt = Random[Flak](8,12);
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@ -204,7 +204,7 @@ Class UFlakCannon : UnrealWeapon
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Vector3 x, y, z;
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double a, s;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+5*y-4*z);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-5*y-4*z);
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[x, y, z] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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Vector3 offsets[8]; // vanilla adds these to each chunk
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offsets[0] = (0,0,0);
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@ -221,24 +221,24 @@ Class UFlakCannon : UnrealWeapon
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p = Spawn("UFlakChunk",level.Vec3Offset(origin,offsets[i]));
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a = FRandom[Flak](0,360);
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s = FRandom[Flak](0,0.1);
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Vector3 dir = (x+y*cos(a)*s+z*sin(a)*s).unit();
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Vector3 dir = dt_Utility.ConeSpread(x,y,z,a,s);
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p.angle = atan2(dir.y,dir.x);
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p.pitch = -asin(dir.z);
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p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*(p.speed+FRandom[Flak](-3,3));
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p.vel = dt_Utility.Vec3FromAngle(p.angle,p.pitch)*(p.speed+FRandom[Flak](-3,3));
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p.target = self;
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}
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int numpt = Random[Flak](20,30);
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for ( int i=0; i<numpt; i++ )
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{
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let s = Spawn("UTViewSpark",origin);
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UTViewSpark(s).ofs = (10,5,-4);
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UTViewSpark(s).ofs = (10,-5,-4);
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UTViewSpark(s).vvel = (FRandom[Flak](3,12),FRandom[Flak](-4,4),FRandom[Flak](-4,4));
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s.target = self;
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}
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for ( int i=0; i<10; i++ )
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{
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let s = Spawn("UTViewSmoke",origin);
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UTViewSmoke(s).ofs = (10,5,-4);
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UTViewSmoke(s).ofs = (10,-5,-4);
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UTViewSmoke(s).vvel = (FRandom[Flak](0,1.2),FRandom[Flak](-.4,.4),FRandom[Flak](-.4,.4));
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s.target = self;
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s.scale *= 1.6;
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@ -262,24 +262,24 @@ Class UFlakCannon : UnrealWeapon
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Vector3 x, y, z;
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double a, s;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+5*y-4*z);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-5*y-4*z);
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Actor p = Spawn("UFlakSlug",origin);
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p.angle = angle;
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p.pitch = BulletSlope();
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p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
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p.vel = dt_Utility.Vec3FromAngle(p.angle,p.pitch)*p.speed;
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p.target = self;
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int numpt = Random[Flak](10,15);
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for ( int i=0; i<numpt; i++ )
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{
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let s = Spawn("UTViewSpark",origin);
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UTViewSpark(s).ofs = (10,5,-4);
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UTViewSpark(s).ofs = (10,-5,-4);
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UTViewSpark(s).vvel = (FRandom[Flak](3,12),FRandom[Flak](-4,4),FRandom[Flak](-4,4));
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s.target = self;
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}
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for ( int i=0; i<8; i++ )
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{
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let s = Spawn("UTViewSmoke",origin);
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UTViewSmoke(s).ofs = (10,5,-4);
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UTViewSmoke(s).ofs = (10,-5,-4);
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UTViewSmoke(s).vvel = (FRandom[Flak](0,1.2),FRandom[Flak](-.8,.8),FRandom[Flak](-.8,.8));
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s.target = self;
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s.scale *= 1.6;
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@ -346,7 +346,7 @@ Class UFlakCannon : UnrealWeapon
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{
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Vector3 x, y, z, origin;
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[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*3.-z*8.);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*3.-z*8.);
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let c = Spawn("UFlakMag",origin);
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c.angle = angle;
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c.pitch = pitch;
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