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

@ -229,6 +229,30 @@ Class BigCasing : UTCasing
}
}
// hambagah?
Class BigMag : UTCasing
{
Default
{
BounceSound "big/bounce"; // much heavier sound
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
heat = 0.;
}
States
{
Death:
PCAS A -1
{
pitch = clamp(Normalize180(pitch),-5,5);
angle = FRandom[Junk](0,360);
}
Stop;
}
}
Class BigGun : UnrealWeapon
{
int ClipCount;
@ -536,7 +560,18 @@ Class BigGun : UnrealWeapon
A_PlaySound("big/punch",CHAN_WEAPON,Dampener.Active(self)?.3:1.);
if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();
}
BIGR NOPQRSTUVWXYZ[\] 2;
BIGR NOPQRSTUVW 2;
BIGR X 2
{
Vector3 x, y, z, origin;
[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*5.-z*9.);
let c = Spawn("BigMag",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);
}
BIGR YZ[\] 2;
BIR2 ABCDEF 2;
BIR2 G 2
{