Release Candidate 4 (may be final):

- Spent mags for Automag, Flak Cannon and Demolisher (needs updated DT).
- Betamag defaults to both having the 0.83 skin, other options put on add-ons.
- Adjustments to bullet casings.
- Fixed flames producing water splashes.
- Fixed female models having male gibs.
- Corrected ASMD ball hit behavior to match Unreal.
- Added bubble trail to Stinger when underwater.
This commit is contained in:
Marisa the Magician 2019-10-16 18:09:43 +02:00
commit ff01ab2146
25 changed files with 182 additions and 21 deletions

View file

@ -19,6 +19,10 @@ Class UCasing : UTCasing
{
}
Class AutomagMag : EnforcerMag
{
}
Class Automag : UnrealWeapon
{
int ClipCount, SlaveClipCount;
@ -248,6 +252,8 @@ Class Automag : UnrealWeapon
}
origin = level.Vec3Offset(origin,x*8+ydir*y*6-z*2);
let c = Spawn("UCasing",origin);
c.angle = angle;
c.pitch = pitch;
c.vel = x*FRandom[Junk](-1.5,1.5)+y*ydir*FRandom[Junk](2,4)+z*FRandom[Junk](2,3);
}
override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
@ -529,6 +535,13 @@ Class Automag : UnrealWeapon
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();
invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount<invoker.default.slaveclipcount)&&(invoker.Ammo1.Amount>0));
Vector3 x, y, z, origin;
[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*4.-z*8.);
let c = Spawn("AutomagMag",origin);
c.angle = angle;
c.pitch = pitch;
c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2);
}
AUTS A 0 A_PlaySound("automag/select",CHAN_WEAPON,!Dampener.Active(self)?1.:.1);
Goto Ready;
@ -557,6 +570,13 @@ Class Automag : UnrealWeapon
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();
invoker.slavereload = false;
Vector3 x, y, z, origin;
[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*4.-z*8.);
let c = Spawn("AutomagMag",origin);
c.angle = angle;
c.pitch = pitch;
c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2);
}
2UTS A 0 A_PlaySound("automag/select",CHAN_6,!Dampener.Active(self)?1.:.1);
Goto LeftReady;