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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@ -51,10 +51,10 @@ Class UMinigun : UnrealWeapon
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if ( !alt ) MinigunLight(l).cnt--;
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Vector3 x, y, z, x2, y2, z2;
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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+y*3-z*3);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-y*3-z*3);
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double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,alt?0.05:0.02);
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[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
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Vector3 dir = dt_Utility.ConeSpread(x2,y2,z2,a,s);
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FLineTraceData d;
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LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
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UTBulletTrail.DoTrail(self,origin,dir,10000,alt?5:3);
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@ -112,13 +112,13 @@ Class UMinigun : UnrealWeapon
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for ( int i=0; i<2; i++ )
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{
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let s = Spawn("UTViewSmoke",origin);
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UTViewSmoke(s).ofs = (10,3,-3);
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UTViewSmoke(s).ofs = (10,-3,-3);
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s.scale *= 1.5;
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s.alpha *= 0.6;
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UTViewSmoke(s).vvel += (FRandom[Minigun](0.2,0.8),FRandom[Minigun](-0.3,0.3),FRandom[Minigun](-0.3,0.3));
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s.target = self;
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}
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origin = level.Vec3Offset(origin,x*4+y*3-z*12);
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origin = level.Vec3Offset(origin,x*4-y*3-z*12);
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let c = Spawn("UCasing",origin);
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c.angle = angle;
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c.pitch = pitch;
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