1.1.3 mini-update:

- Propagate swingers removal from DT.
 - Updated patron credits.
This commit is contained in:
Marisa the Magician 2021-01-24 14:33:00 +01:00
commit ff8d145a2b
24 changed files with 32 additions and 191 deletions

View file

@ -327,8 +327,6 @@ Class BigGun : UnrealWeapon
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
A_QuakeEx(2,2,2,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
for ( int i=0; i<6; i++ )
UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.04,-0.2),FRandom[BigGun](-0.2,0.2)),FRandom[BigGun](6,9),FRandom[BigGun](-2,-3),Random[BigGun](2,4),SWING_Spring,Random[BigGun](3,4),FRandom[BigGun](1.5,2.3));
Vector3 x, y, z, x2, y2, z2;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
vel -= x*(player.onground?9.5:2.5);
@ -452,13 +450,8 @@ Class BigGun : UnrealWeapon
BIGS A 0
{
invoker.clipout = false;
UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.3,-0.2),FRandom[BigGun](0.4,0.5)),3,0,6,SWING_Spring,2,1.8);
}
BIGS ABC 2 A_WeaponReady(WRF_NOFIRE);
BIGS D 0
{
UTMainHandler.DoSwing(self,(FRandom[BigGun](0.2,0.3),FRandom[BigGun](-0.8,-1.2)),3,0,6,SWING_Spring,2,2.0);
}
BIGS DEFGHI 2 A_WeaponReady(WRF_NOFIRE);
Goto Idle;
Dummy:
@ -471,30 +464,17 @@ Class BigGun : UnrealWeapon
A_WeaponReady(WRF_ALLOWRELOAD);
else A_WeaponReady();
}
} Wait;
}
Wait;
Idle:
BIGI A 0 A_Overlay(-9999,"Dummy");
BIGI A 20 A_Jump(80,"Twiddle1","Twiddle1","Twiddle2");
Wait;
Twiddle1:
BIGW A 3
{
UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.1,-0.15),FRandom[BigGun](0.2,0.3)),2,0,12,SWING_Spring,5,2);
}
BIGW BCDEFGHIJKLMNO 3;
BIGW ABCDEFGHIJKLMNO 3;
Goto Idle;
Twiddle2:
BIGT A 2
{
UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.1,-0.15),FRandom[BigGun](0.2,0.3)),3,0,6,SWING_Spring,5,2);
UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.1,-0.15),FRandom[BigGun](-0.4,-0.6)),4,0,12,SWING_Spring,6,1.4);
}
BIGT BCDEFGHIJKLMNOP 2;
BIGT Q 2
{
UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.15,-0.1),FRandom[BigGun](0.4,0.5)),3,0.5,6,SWING_Spring,2,1.5);
}
BIGT RSTUVWXY 2;
BIGT ABCDEFGHIJKLMNOPQRSTUVWXY 2;
Goto Idle;
Fire:
BIGF A 0
@ -544,12 +524,10 @@ Class BigGun : UnrealWeapon
{
A_ClearRefire();
A_Overlay(-9999,"Null");
UTMainHandler.DoSwing(self,(FRandom[BigGun](0.7,0.3),FRandom[BigGun](0.4,0.3)),3,0.2,10,SWING_Spring,70,0.8);
}
BIGR ABCDEFGHIJKL 2;
BIGR M 2
{
UTMainHandler.DoSwing(self,(FRandom[BigGun](0.3,0.4),FRandom[BigGun](0.6,0.8)),6,-1,3,SWING_Spring,2,3);
invoker.clipout = true;
A_QuakeEx(2,2,2,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.18);
A_StartSound("big/punch",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.3:1.);
@ -570,7 +548,6 @@ Class BigGun : UnrealWeapon
BIR2 ABCDEF 2;
BIR2 G 2
{
UTMainHandler.DoSwing(self,(FRandom[BigGun](0.2,0.3),FRandom[BigGun](0.3,0.5)),6,-1,3,SWING_Spring,2,3);
invoker.clipout = false;
let aadd = min(invoker.ammo1.amount,invoker.default.clipcount-invoker.clipcount);
invoker.clipcount += aadd;
@ -584,31 +561,13 @@ Class BigGun : UnrealWeapon
BIR2 M 2
{
invoker.PlayUpSound(self);
UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.3,-0.2),FRandom[BigGun](0.4,0.5)),3,0.5,7,SWING_Spring,3,1.5);
}
BIR2 NOP 2;
BIR2 Q 2
{
UTMainHandler.DoSwing(self,(FRandom[BigGun](0.2,0.3),FRandom[BigGun](-0.8,-1.2)),3,-0.5,7,SWING_Spring,3,1.5);
}
BIR2 RSTUVWXYZ[\] 2;
BIR3 A 2
{
UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.3,-0.2),FRandom[BigGun](0.4,0.5)),2,-0.5,3,SWING_Spring,1,2.);
}
BIR3 BCDEF 2;
BIR2 NOPQRSTUVWXYZ[\] 2;
BIR3 ABCDEF 2;
Goto Idle;
Deselect:
BIGD A 1
{
A_Overlay(-9999,"Null");
UTMainHandler.DoSwing(self,(FRandom[BigGun](0.2,0.3),FRandom[BigGun](-0.8,-1.2)),3,0,6,SWING_Spring,2,1.5);
}
BIGD BC 1;
BIGD D 1
{
UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.3,-0.2),FRandom[BigGun](0.4,0.5)),3,0,6,SWING_Spring,2,1.5); }
BIGD EFGHIJK 1;
BIGD A 1 A_Overlay(-9999,"Null");
BIGD BCDEFGHIJK 1;
BIGD K 1 A_Lower(int.max);
Wait;
MuzzleFlash: