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.
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parent
32698cf0e4
commit
ff01ab2146
25 changed files with 182 additions and 21 deletions
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@ -61,6 +61,10 @@ Class OLSMPAmmo : Ammo
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}
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}
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Class OLSMPMag : EnforcerMag
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{
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}
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Class OLSMP : UnrealWeapon
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{
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int ClipCount;
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@ -217,6 +221,8 @@ Class OLSMP : UnrealWeapon
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}
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origin = level.Vec3Offset(origin,x*8+y*6-z*2);
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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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c.vel = x*FRandom[Junk](-1.5,1.5)+y*FRandom[Junk](2,4)+z*FRandom[Junk](2,3);
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}
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override bool CheckAmmo( int fireMode, bool autoSwitch, bool requireAmmo, int ammocount )
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@ -346,6 +352,13 @@ Class OLSMP : UnrealWeapon
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A_PlaySound("automag/reload",CHAN_WEAPON,!Dampener.Active(self)?1.:.1,pitch:0.8);
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayReloading();
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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*4.-z*18.);
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let c = Spawn("OLSMPMag",origin);
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c.angle = angle;
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c.pitch = pitch;
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c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2);
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}
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AUTS A 0 A_PlaySound("automag/select",CHAN_WEAPON,!Dampener.Active(self)?1.:.1,pitch:0.8);
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Goto Ready;
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