1.1.3 mini-update:
- Propagate swingers removal from DT. - Updated patron credits.
This commit is contained in:
parent
c73e0ecc9d
commit
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24 changed files with 32 additions and 191 deletions
19
Readme.md
19
Readme.md
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@ -1,7 +1,6 @@
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# DOOMREAL
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# DOOMREAL
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The Unreal 1 counterpart to Doom Tournament. Adds Unreal 1 weapons and items
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The Unreal 1 counterpart to Doom Tournament. Adds Unreal 1 weapons and items (including dummied out stuff and others).
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(including dummied out stuff and others).
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This mod requires GZDoom 4.3 or later, and runs on top of Doom Tournament.
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This mod requires GZDoom 4.3 or later, and runs on top of Doom Tournament.
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@ -73,21 +72,15 @@ This mod requires GZDoom 4.3 or later, and runs on top of Doom Tournament.
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## In progress
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## In progress
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- N/A, this is the 1.2.1 release.
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- N/A, this is the 1.1.3 release.
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## Planned
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## Planned
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- Shifted to a 1.2 update:
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- Shifted to a 1.2 update:
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- Extension to the Translator so it can show item descriptions and whatnot
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- Extension to the Translator so it can show item descriptions and whatnot when picking them up. Give it some usability for normal gameplay. Could eventually extend it further to make it more like Serious Sam's NETRICSA.
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when picking them up. Give it some usability for normal gameplay. Could
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eventually extend it further to make it more like Serious Sam's NETRICSA.
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- Impaler "slice" animation for melee alt.
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- Impaler "slice" animation for melee alt.
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- Alternate flamethrower secondary that behaves more like the Unreal Bible
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- Alternate flamethrower secondary that behaves more like the Unreal Bible describes (unlit blobs at a rate of 4 per second that catch on fire with explosions/lava/etc).
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describes (unlit blobs at a rate of 4 per second that catch on fire with
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- Alternate Impaler primary that follows the Bible (laser shots from the crystal), shifts crystal shooting to pressing both buttons at once.
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explosions/lava/etc).
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- Alternate Impaler primary that follows the Bible (laser shots from the
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crystal), shifts crystal shooting to pressing both buttons at once.
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- Actual Bonesaw?
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- Actual Bonesaw?
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- Implement ASMD behavior described in the Unreal novels (highly destructive
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- Implement ASMD behavior described in the Unreal novels (highly destructive green beam that bounces off mirrors and water).
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green beam that bounces off mirrors and water).
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- Redo Quadshot animations (including partial reloads).
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- Redo Quadshot animations (including partial reloads).
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12
menudef.txt
12
menudef.txt
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@ -82,11 +82,13 @@ OptionMenu "UnrealCreditsMenu"
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StaticText "Epic Games, id Software, Bethesda Softworks"
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StaticText "Epic Games, id Software, Bethesda Softworks"
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StaticText " "
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StaticText " "
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StaticText "$STING_CPATRON", "White"
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StaticText "$STING_CPATRON", "White"
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StaticText "Christian Grab, john, Alexa Jones-Gonzales,"
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StaticText "Snacks, Artem Bashev, john,"
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StaticText "Jonas Höglund, Valerie Thiessen, Corey Hectus,"
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StaticText "Jonas Höglund, Lilian Lamp, Valerie Thiessen,"
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StaticText "dac, Pietro Gagliardi, Artem Bashev,"
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StaticText "Corey Hectus, Dac, Pietro Gagliardi, Xada Xephron,"
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StaticText "Xada Xephron, Zard1084, NekoMithos,"
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StaticText "Alexa Jones-Gonzales, John, NekoMithos,"
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StaticText "Max Zeal, m8f, 3d0xp0xy"
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StaticText "bouncytem, Figo, Holly_Rook,"
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StaticText "Namsan, YaGirlJuniper, Ashley Lambert,"
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StaticText "LordMisfit, m8f, 3d0xp0xy"
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StaticText " "
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StaticText " "
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StaticText "$STING_CTHANK", "White"
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StaticText "$STING_CTHANK", "White"
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StaticText "KynikossDragonn, Raffine52, The Cutting Room Floor"
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StaticText "KynikossDragonn, Raffine52, The Cutting Room Floor"
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@ -559,12 +559,8 @@ Class ASMDBeam : Actor
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if ( t.Results.HitActor is 'ASMDHitbox' )
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if ( t.Results.HitActor is 'ASMDHitbox' )
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{
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{
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BeamExplode(mult>1.5);
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BeamExplode(mult>1.5);
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if ( target )
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if ( target && !sv_infiniteammo && !target.FindInventory('PowerInfiniteAmmo',true) )
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{
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if ( !sv_infiniteammo && !target.FindInventory('PowerInfiniteAmmo',true) )
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target.TakeInventory('ASMDAmmo',2);
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target.TakeInventory('ASMDAmmo',2);
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UTMainHandler.DoSwing(target,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),10,-2,3,SWING_Spring,3,6);
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}
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let b = t.Results.HitActor.target;
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let b = t.Results.HitActor.target;
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b.bAMBUSH = true;
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b.bAMBUSH = true;
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b.ExplodeMissile();
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b.ExplodeMissile();
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@ -687,7 +683,6 @@ Class ASMD : UnrealWeapon
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A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
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A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
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A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
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A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
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UTMainHandler.DoFlash(self,Color(80,64,32,255),1);
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UTMainHandler.DoFlash(self,Color(80,64,32,255),1);
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UTMainHandler.DoSwing(self,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),2,-0.3,3,SWING_Spring,0,4);
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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Vector3 x, y, z;
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Vector3 x, y, z;
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@ -719,7 +714,6 @@ Class ASMD : UnrealWeapon
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A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
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A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
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A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
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A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
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UTMainHandler.DoFlash(self,Color(80,64,32,255),1);
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UTMainHandler.DoFlash(self,Color(80,64,32,255),1);
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UTMainHandler.DoSwing(self,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),3,-0.4,3,SWING_Spring,0,4);
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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A_QuakeEx(1,1,1,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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A_QuakeEx(1,1,1,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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Vector3 x, y, z;
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Vector3 x, y, z;
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@ -182,7 +182,6 @@ Class Automag : UnrealWeapon
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else A_Overlay(-3,"LeftMuzzleFlash");
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else A_Overlay(-3,"LeftMuzzleFlash");
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A_OverlayFlags(-3,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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A_OverlayFlags(-3,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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A_OverlayRenderstyle(-3,STYLE_Add);
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A_OverlayRenderstyle(-3,STYLE_Add);
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UTMainHandler.DoSwing(self,(FRandom[Automag](0.5,0.2),FRandom[Automag](-0.3,0.2)),2,0.5,1,SWING_Spring,0,2);
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}
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}
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else
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else
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{
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{
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@ -190,7 +189,6 @@ Class Automag : UnrealWeapon
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else A_Overlay(-2,"MuzzleFlash");
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else A_Overlay(-2,"MuzzleFlash");
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A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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A_OverlayRenderstyle(-2,STYLE_Add);
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A_OverlayRenderstyle(-2,STYLE_Add);
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UTMainHandler.DoSwing(self,(FRandom[Automag](-0.2,-0.5),FRandom[Automag](-0.3,0.2)),2,0,1,SWING_Spring,0,2);
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}
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}
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Vector3 x, y, z, x2, y2, z2;
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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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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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@ -222,7 +222,6 @@ Class Betamag : UnrealWeapon
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else A_Overlay(-3,"LeftMuzzleFlash");
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else A_Overlay(-3,"LeftMuzzleFlash");
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A_OverlayFlags(-3,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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A_OverlayFlags(-3,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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A_OverlayRenderstyle(-3,STYLE_Add);
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A_OverlayRenderstyle(-3,STYLE_Add);
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UTMainHandler.DoSwing(self,(FRandom[Betamag](0.5,0.2),FRandom[Betamag](-0.3,0.2)),2,0,1,SWING_Spring,0,2);
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}
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}
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else
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else
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{
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{
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@ -230,7 +229,6 @@ Class Betamag : UnrealWeapon
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else A_Overlay(-2,"MuzzleFlash");
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else A_Overlay(-2,"MuzzleFlash");
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A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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A_OverlayRenderstyle(-2,STYLE_Add);
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A_OverlayRenderstyle(-2,STYLE_Add);
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UTMainHandler.DoSwing(self,(FRandom[Betamag](-0.2,-0.5),FRandom[Betamag](-0.3,0.2)),2,0,1,SWING_Spring,0,2);
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}
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}
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Vector3 x, y, z, x2, y2, z2;
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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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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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@ -502,20 +500,14 @@ Class Betamag : UnrealWeapon
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{
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{
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A_Overlay(-9999,null);
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A_Overlay(-9999,null);
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invoker.slavewhip = true;
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invoker.slavewhip = true;
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UTMainHandler.DoSwing(self,(FRandom[Betamag](-0.5,-0.4),FRandom[Betamag](0.2,0.3)),4,0.3,8,SWING_Spring,5);
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}
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}
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AUTW ABCDE 2;
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AUTW ABCDE 2;
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AUTW F 0
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AUTW F 0
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{
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{
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if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
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if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
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A_StartSound("betamag/whip",CHAN_WEAPON,CHANF_OVERLAP);
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A_StartSound("betamag/whip",CHAN_WEAPON,CHANF_OVERLAP);
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UTMainHandler.DoSwing(self,(FRandom[Betamag](-0.3,-0.2),FRandom[Betamag](-0.8,-0.5)),7,-1,8,SWING_Spring,2,0.5);
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}
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}
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AUTW FGHIJ 2;
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AUTW FGHIJ 2;
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AUTW K 0
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{
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UTMainHandler.DoSwing(self,(FRandom[Betamag](0.2,0.3),FRandom[Betamag](0.8,0.5)),3,0.5,6,SWING_Spring,3,3);
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}
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AUTW KLM 1;
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AUTW KLM 1;
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AUTW N 0 A_BetamagWhip();
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AUTW N 0 A_BetamagWhip();
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AUTW NOPQR 1;
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AUTW NOPQR 1;
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@ -533,7 +525,6 @@ Class Betamag : UnrealWeapon
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if ( !((invoker.Ammo1.Amount<=0) && (player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK))) && !(player.cmd.buttons&BT_RELOAD) ) return ResolveState("LeftIdle");
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if ( !((invoker.Ammo1.Amount<=0) && (player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK))) && !(player.cmd.buttons&BT_RELOAD) ) return ResolveState("LeftIdle");
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invoker.slavewhip = false;
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invoker.slavewhip = false;
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A_Overlay(-9998,null);
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A_Overlay(-9998,null);
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UTMainHandler.DoSwing(self,(FRandom[Betamag](0.4,0.5),FRandom[Betamag](0.2,0.3)),4,0.3,8,SWING_Spring,5);
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return ResolveState(null);
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return ResolveState(null);
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}
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}
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2UTW ABCDE 2;
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2UTW ABCDE 2;
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@ -541,13 +532,8 @@ Class Betamag : UnrealWeapon
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{
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{
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if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
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if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
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A_StartSound("betamag/whip",CHAN_LEFTWEAPON,CHANF_OVERLAP);
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A_StartSound("betamag/whip",CHAN_LEFTWEAPON,CHANF_OVERLAP);
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UTMainHandler.DoSwing(self,(FRandom[Betamag](0.2,0.3),FRandom[Betamag](-0.8,-0.5)),7,-1,8,SWING_Spring,2,0.5);
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}
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}
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2UTW FGHIJ 2;
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2UTW FGHIJ 2;
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2UTW K 0
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{
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UTMainHandler.DoSwing(self,(FRandom[Betamag](-0.3,-0.2),FRandom[Betamag](0.8,0.5)),3,0.5,6,SWING_Spring,3,3);
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}
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2UTW KLM 1;
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2UTW KLM 1;
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2UTW N 0 A_BetamagWhip(true);
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2UTW N 0 A_BetamagWhip(true);
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2UTW NOPQR 1;
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2UTW NOPQR 1;
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@ -327,8 +327,6 @@ Class BigGun : UnrealWeapon
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invoker.FireEffect();
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
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UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
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A_QuakeEx(2,2,2,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
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A_QuakeEx(2,2,2,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
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for ( int i=0; i<6; i++ )
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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));
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Vector3 x, y, z, x2, y2, z2;
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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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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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vel -= x*(player.onground?9.5:2.5);
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vel -= x*(player.onground?9.5:2.5);
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@ -452,13 +450,8 @@ Class BigGun : UnrealWeapon
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BIGS A 0
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BIGS A 0
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{
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{
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invoker.clipout = false;
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invoker.clipout = false;
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UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.3,-0.2),FRandom[BigGun](0.4,0.5)),3,0,6,SWING_Spring,2,1.8);
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}
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}
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BIGS ABC 2 A_WeaponReady(WRF_NOFIRE);
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BIGS ABC 2 A_WeaponReady(WRF_NOFIRE);
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BIGS D 0
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{
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UTMainHandler.DoSwing(self,(FRandom[BigGun](0.2,0.3),FRandom[BigGun](-0.8,-1.2)),3,0,6,SWING_Spring,2,2.0);
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}
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BIGS DEFGHI 2 A_WeaponReady(WRF_NOFIRE);
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BIGS DEFGHI 2 A_WeaponReady(WRF_NOFIRE);
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Goto Idle;
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Goto Idle;
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Dummy:
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Dummy:
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@ -471,30 +464,17 @@ Class BigGun : UnrealWeapon
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A_WeaponReady(WRF_ALLOWRELOAD);
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A_WeaponReady(WRF_ALLOWRELOAD);
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else A_WeaponReady();
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else A_WeaponReady();
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}
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}
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}
Wait;
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}
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Wait;
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Idle:
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Idle:
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BIGI A 0 A_Overlay(-9999,"Dummy");
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BIGI A 0 A_Overlay(-9999,"Dummy");
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BIGI A 20 A_Jump(80,"Twiddle1","Twiddle1","Twiddle2");
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BIGI A 20 A_Jump(80,"Twiddle1","Twiddle1","Twiddle2");
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Wait;
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Wait;
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Twiddle1:
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Twiddle1:
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BIGW A 3
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BIGW ABCDEFGHIJKLMNO 3;
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{
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UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.1,-0.15),FRandom[BigGun](0.2,0.3)),2,0,12,SWING_Spring,5,2);
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}
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BIGW BCDEFGHIJKLMNO 3;
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Goto Idle;
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Goto Idle;
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Twiddle2:
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Twiddle2:
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BIGT A 2
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BIGT ABCDEFGHIJKLMNOPQRSTUVWXY 2;
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{
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UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.1,-0.15),FRandom[BigGun](0.2,0.3)),3,0,6,SWING_Spring,5,2);
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UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.1,-0.15),FRandom[BigGun](-0.4,-0.6)),4,0,12,SWING_Spring,6,1.4);
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}
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BIGT BCDEFGHIJKLMNOP 2;
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BIGT Q 2
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{
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UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.15,-0.1),FRandom[BigGun](0.4,0.5)),3,0.5,6,SWING_Spring,2,1.5);
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}
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BIGT RSTUVWXY 2;
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Goto Idle;
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Goto Idle;
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Fire:
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Fire:
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BIGF A 0
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BIGF A 0
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@ -544,12 +524,10 @@ Class BigGun : UnrealWeapon
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{
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{
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A_ClearRefire();
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A_ClearRefire();
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A_Overlay(-9999,"Null");
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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 ABCDEFGHIJKL 2;
|
||||||
BIGR M 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;
|
invoker.clipout = true;
|
||||||
A_QuakeEx(2,2,2,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.18);
|
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.);
|
A_StartSound("big/punch",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.3:1.);
|
||||||
|
|
@ -570,7 +548,6 @@ Class BigGun : UnrealWeapon
|
||||||
BIR2 ABCDEF 2;
|
BIR2 ABCDEF 2;
|
||||||
BIR2 G 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;
|
invoker.clipout = false;
|
||||||
let aadd = min(invoker.ammo1.amount,invoker.default.clipcount-invoker.clipcount);
|
let aadd = min(invoker.ammo1.amount,invoker.default.clipcount-invoker.clipcount);
|
||||||
invoker.clipcount += aadd;
|
invoker.clipcount += aadd;
|
||||||
|
|
@ -584,31 +561,13 @@ Class BigGun : UnrealWeapon
|
||||||
BIR2 M 2
|
BIR2 M 2
|
||||||
{
|
{
|
||||||
invoker.PlayUpSound(self);
|
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 NOPQRSTUVWXYZ[\] 2;
|
||||||
BIR2 Q 2
|
BIR3 ABCDEF 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;
|
|
||||||
Goto Idle;
|
Goto Idle;
|
||||||
Deselect:
|
Deselect:
|
||||||
BIGD A 1
|
BIGD A 1 A_Overlay(-9999,"Null");
|
||||||
{
|
BIGD BCDEFGHIJK 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 K 1 A_Lower(int.max);
|
BIGD K 1 A_Lower(int.max);
|
||||||
Wait;
|
Wait;
|
||||||
MuzzleFlash:
|
MuzzleFlash:
|
||||||
|
|
|
||||||
|
|
@ -88,7 +88,6 @@ Class Bonesaw : UnrealWeapon
|
||||||
}
|
}
|
||||||
action void A_Slice()
|
action void A_Slice()
|
||||||
{
|
{
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Bonesaw](-1,1),FRandom[Bonesaw](-1,1)),0.3,-0.2,2,SWING_Spring,0,2);
|
|
||||||
invoker.special1++;
|
invoker.special1++;
|
||||||
Vector3 x, y, z, origin;
|
Vector3 x, y, z, origin;
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||||
|
|
@ -216,13 +215,8 @@ Class Bonesaw : UnrealWeapon
|
||||||
{
|
{
|
||||||
A_Overlay(-9999,"Null");
|
A_Overlay(-9999,"Null");
|
||||||
A_StartSound("bonesaw/claw",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
|
A_StartSound("bonesaw/claw",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Bonesaw](-0.1,0.1),FRandom[Bonesaw](-0.2,-0.3)),4,0.2,8,SWING_Spring,2,2.);
|
|
||||||
}
|
}
|
||||||
CSWA ABC 2;
|
CSWA ABC 2;
|
||||||
CSWA D 0
|
|
||||||
{
|
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Bonesaw](-0.1,0.1),FRandom[Bonesaw](0.8,0.5)),6,-1,8,SWING_Spring,2,1.2);
|
|
||||||
}
|
|
||||||
CSWA DEF 1;
|
CSWA DEF 1;
|
||||||
CSWA G 0 A_Clamp();
|
CSWA G 0 A_Clamp();
|
||||||
CSWA GH 1;
|
CSWA GH 1;
|
||||||
|
|
|
||||||
|
|
@ -547,7 +547,6 @@ Class DispersionPistol : UnrealWeapon
|
||||||
}
|
}
|
||||||
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
|
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
|
||||||
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
|
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
|
||||||
UTMainHandler.DoSwing(self,(FRandom[DPistol](-0.1,-0.3),FRandom[DPistol](-0.1,0.3)),2+invoker.upgradelevel*0.5,-0.3,3,SWING_Spring,0,3+invoker.upgradelevel);
|
|
||||||
if ( !Dampener.Active(self) ) A_AlertMonsters(gameinfo.gametype&GAME_Strife?120:0);
|
if ( !Dampener.Active(self) ) A_AlertMonsters(gameinfo.gametype&GAME_Strife?120:0);
|
||||||
A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
|
|
@ -621,7 +620,6 @@ Class DispersionPistol : UnrealWeapon
|
||||||
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
|
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
|
||||||
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
|
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
|
||||||
double ss = 0.5+invoker.chargesize*0.3;
|
double ss = 0.5+invoker.chargesize*0.3;
|
||||||
UTMainHandler.DoSwing(self,(FRandom[DPistol](-0.1,-0.3)*ss,FRandom[DPistol](-0.1,0.3))*ss,2+invoker.upgradelevel*0.5,-0.3,3,SWING_Spring,0,3+invoker.upgradelevel);
|
|
||||||
if ( !Dampener.Active(self) ) A_AlertMonsters(gameinfo.gametype&GAME_Strife?120:0);
|
if ( !Dampener.Active(self) ) A_AlertMonsters(gameinfo.gametype&GAME_Strife?120:0);
|
||||||
int qs = int(1+invoker.chargesize*0.3);
|
int qs = int(1+invoker.chargesize*0.3);
|
||||||
A_QuakeEx(qs,qs,qs,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
A_QuakeEx(qs,qs,qs,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||||
|
|
@ -674,7 +672,6 @@ Class DispersionPistol : UnrealWeapon
|
||||||
if ( !weap ) return ResolveState(null);
|
if ( !weap ) return ResolveState(null);
|
||||||
if ( !(player.cmd.buttons&BT_ALTATTACK) ) return ResolveState(next);
|
if ( !(player.cmd.buttons&BT_ALTATTACK) ) return ResolveState(next);
|
||||||
DefaultAmmo(weap.Ammo1).rechargephase = 0;
|
DefaultAmmo(weap.Ammo1).rechargephase = 0;
|
||||||
UTMainHandler.DoSwing(self,(FRandom[DPistol](-1,1),FRandom[DPistol](-1,1)),0.02*invoker.chargesize,0,2,SWING_Spring);
|
|
||||||
A_WeaponOffset(FRandom[DPistol](-1,1)*1.2*invoker.chargesize,32+FRandom[DPistol](-1,1)*1.2*invoker.chargesize);
|
A_WeaponOffset(FRandom[DPistol](-1,1)*1.2*invoker.chargesize,32+FRandom[DPistol](-1,1)*1.2*invoker.chargesize);
|
||||||
A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.4:1.);
|
A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.4:1.);
|
||||||
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
||||||
|
|
|
||||||
|
|
@ -363,16 +363,8 @@ Class FlameGun : UnrealWeapon
|
||||||
A_StartSound(bAlt?"flamegun/alt":"flamegun/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.2:1.);
|
A_StartSound(bAlt?"flamegun/alt":"flamegun/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.2:1.);
|
||||||
invoker.FireEffect();
|
invoker.FireEffect();
|
||||||
UTMainHandler.DoFlash(self,Color(32,96,255,0),1);
|
UTMainHandler.DoFlash(self,Color(32,96,255,0),1);
|
||||||
if ( bAlt )
|
if ( bAlt ) A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||||
{
|
else A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||||
A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
|
||||||
UTMainHandler.DoSwing(self,(FRandom[FlameGun](-0.6,-0.5),FRandom[FlameGun](-0.3,0.3)),4,-1,5,SWING_Spring,3,2.5);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
|
||||||
UTMainHandler.DoSwing(self,(FRandom[FlameGun](-0.3,-0.2),FRandom[FlameGun](-0.2,0.2)),4,-1,3,SWING_Spring,2,2);
|
|
||||||
}
|
|
||||||
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
||||||
Vector3 x, y, z, x2, y2, z2, dir;
|
Vector3 x, y, z, x2, y2, z2, dir;
|
||||||
double a, s;
|
double a, s;
|
||||||
|
|
|
||||||
|
|
@ -211,7 +211,6 @@ Class SMiniGun : UnrealWeapon
|
||||||
for ( int i=0; i<(bAlt?4:1); i++ )
|
for ( int i=0; i<(bAlt?4:1); i++ )
|
||||||
{
|
{
|
||||||
if ( bAlt && !weap.DepleteAmmo(weap.bAltFire,true,1) ) break;
|
if ( bAlt && !weap.DepleteAmmo(weap.bAltFire,true,1) ) break;
|
||||||
UTMainHandler.DoSwing(self,basedir+(FRandom[SMini](-0.04,0.04),FRandom[SMini](-0.04,0.04)),FRandom[SMini](6,8),FRandom[SMini](-1,-2),Random[SMini](3,4),SWING_Spring,Random[SMini](3,4),FRandom[SMini](2.2,3.5));
|
|
||||||
int pos = bAlt?i:invoker.special1;
|
int pos = bAlt?i:invoker.special1;
|
||||||
origin = level.Vec3Offset(origin,x*(!(pos%2)?-1.5:1.5)+y*(pos<2?1.5:-1.5));
|
origin = level.Vec3Offset(origin,x*(!(pos%2)?-1.5:1.5)+y*(pos<2?1.5:-1.5));
|
||||||
double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,bAlt?0.12:0.03);
|
double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,bAlt?0.12:0.03);
|
||||||
|
|
@ -264,15 +263,7 @@ Class SMiniGun : UnrealWeapon
|
||||||
SMIS A 1 A_Raise(int.max);
|
SMIS A 1 A_Raise(int.max);
|
||||||
Wait;
|
Wait;
|
||||||
Ready:
|
Ready:
|
||||||
SMIS A 0
|
|
||||||
{
|
|
||||||
UTMainHandler.DoSwing(self,(FRandom[SMini](-0.3,-0.2),FRandom[SMini](0.4,0.5)),3,0,4,SWING_Spring,2,1.8);
|
|
||||||
}
|
|
||||||
SMIS ABC 2 A_WeaponReady(WRF_NOFIRE);
|
SMIS ABC 2 A_WeaponReady(WRF_NOFIRE);
|
||||||
SMIS D 0
|
|
||||||
{
|
|
||||||
UTMainHandler.DoSwing(self,(FRandom[SMini](0.2,0.3),FRandom[SMini](-0.8,-1.2)),3,0,4,SWING_Spring,2,2.0);
|
|
||||||
}
|
|
||||||
SMIS DEFGHI 2 A_WeaponReady(WRF_NOFIRE);
|
SMIS DEFGHI 2 A_WeaponReady(WRF_NOFIRE);
|
||||||
Goto Idle;
|
Goto Idle;
|
||||||
Dummy:
|
Dummy:
|
||||||
|
|
@ -354,16 +345,8 @@ Class SMiniGun : UnrealWeapon
|
||||||
SMIR A 1;
|
SMIR A 1;
|
||||||
Stop;
|
Stop;
|
||||||
Deselect:
|
Deselect:
|
||||||
#### # 1
|
#### # 1 A_Overlay(-9999,"Null");
|
||||||
{
|
|
||||||
A_Overlay(-9999,"Null");
|
|
||||||
UTMainHandler.DoSwing(self,(FRandom[SMini](0.4,0.6),FRandom[SMini](-0.4,-0.2)),3,0,4,SWING_Spring,2,2.0);
|
|
||||||
}
|
|
||||||
SMID ABC 1;
|
SMID ABC 1;
|
||||||
SMID D 0
|
|
||||||
{
|
|
||||||
UTMainHandler.DoSwing(self,(FRandom[SMini](-0.3,-0.2),FRandom[SMini](0.4,0.5)),3,0,4,SWING_Spring,2,1.8);
|
|
||||||
}
|
|
||||||
SMID DEF 1;
|
SMID DEF 1;
|
||||||
SMID F 1 A_Lower(int.max);
|
SMID F 1 A_Lower(int.max);
|
||||||
Wait;
|
Wait;
|
||||||
|
|
|
||||||
|
|
@ -790,7 +790,6 @@ Class Impaler : UnrealWeapon
|
||||||
A_StartSound("impaler/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
|
A_StartSound("impaler/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
|
||||||
invoker.FireEffect();
|
invoker.FireEffect();
|
||||||
UTMainHandler.DoFlash(self,Color(16,224,64,255),1);
|
UTMainHandler.DoFlash(self,Color(16,224,64,255),1);
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Impaler](-0.1,-0.2),FRandom[Impaler](-0.1,0.1)),4,-1.5,2,SWING_Spring,2,2);
|
|
||||||
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
||||||
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
|
|
@ -845,7 +844,6 @@ Class Impaler : UnrealWeapon
|
||||||
}
|
}
|
||||||
invoker.FireEffect();
|
invoker.FireEffect();
|
||||||
UTMainHandler.DoFlash(self,Color(16,255,32,255),3);
|
UTMainHandler.DoFlash(self,Color(16,255,32,255),3);
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Impaler](-1,1),FRandom[Impaler](-1,1)),0.05,0.05,8,SWING_Spring);
|
|
||||||
A_AlertMonsters();
|
A_AlertMonsters();
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||||
|
|
@ -935,7 +933,6 @@ Class Impaler : UnrealWeapon
|
||||||
action void A_Stab()
|
action void A_Stab()
|
||||||
{
|
{
|
||||||
invoker.FireEffect();
|
invoker.FireEffect();
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Impaler](-1,1),FRandom[Impaler](-1,1)),0.3,-0.2,2,SWING_Spring,0,2);
|
|
||||||
for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),15) || TryHit(angle-i*(45./16),15) ) return;
|
for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),15) || TryHit(angle-i*(45./16),15) ) return;
|
||||||
}
|
}
|
||||||
override void DoEffect()
|
override void DoEffect()
|
||||||
|
|
|
||||||
|
|
@ -957,7 +957,6 @@ Class UFlamethrower : UnrealWeapon
|
||||||
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2.3*y-2.7*z);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2.3*y-2.7*z);
|
||||||
Actor p = Spawn("UNapalmGlob",origin);
|
Actor p = Spawn("UNapalmGlob",origin);
|
||||||
p.A_SetScale(0.5+invoker.chargesize/3.5);
|
p.A_SetScale(0.5+invoker.chargesize/3.5);
|
||||||
UTMainHandler.DoSwing(self,(FRandom[FlameT](-0.6,-1.3),FRandom[FlameT](-0.9,-0.2)),1+invoker.chargesize*0.3,-0.1,3,SWING_Spring,3,2);
|
|
||||||
p.angle = angle;
|
p.angle = angle;
|
||||||
p.pitch = BulletSlope();
|
p.pitch = BulletSlope();
|
||||||
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
|
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
|
||||||
|
|
|
||||||
|
|
@ -147,7 +147,6 @@ Class OLSMP : UnrealWeapon
|
||||||
A_Overlay(-2,"MuzzleFlash");
|
A_Overlay(-2,"MuzzleFlash");
|
||||||
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
|
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
|
||||||
A_OverlayRenderstyle(-2,STYLE_Add);
|
A_OverlayRenderstyle(-2,STYLE_Add);
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Automag](-2.,-5.)*invoker.altaccuracy,FRandom[Automag](-3.,2.)*invoker.altaccuracy),3,1,2,SWING_Spring,1,2);
|
|
||||||
Vector3 x, y, z, x2, y2, z2;
|
Vector3 x, y, z, x2, y2, z2;
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||||
if ( alt )
|
if ( alt )
|
||||||
|
|
|
||||||
|
|
@ -526,16 +526,8 @@ Class Peacemaker : UnrealWeapon
|
||||||
PEMC # 1 A_CountUp(1);
|
PEMC # 1 A_CountUp(1);
|
||||||
Wait;
|
Wait;
|
||||||
PEMF ABCD 2;
|
PEMF ABCD 2;
|
||||||
PEMF E 0
|
PEMF E 0 A_StartSound("peace/down",CHAN_WEAPONMISC,volume:.4);
|
||||||
{
|
|
||||||
A_StartSound("peace/down",CHAN_WEAPONMISC,volume:.4);
|
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Peace](-0.1,-0.04),FRandom[Peace](0.4,0.6)),3,0,7,SWING_Spring,3,0.8);
|
|
||||||
}
|
|
||||||
PEMF EFG 2;
|
PEMF EFG 2;
|
||||||
PEMF H 0
|
|
||||||
{
|
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Peace](0.08,0.12),FRandom[Peace](-1.2,-0.9)),4,0,6,SWING_Spring,3,1.5);
|
|
||||||
}
|
|
||||||
PEMF HI 2; // hello
|
PEMF HI 2; // hello
|
||||||
PEMF I -1 A_PeacemakerThrow();
|
PEMF I -1 A_PeacemakerThrow();
|
||||||
Stop;
|
Stop;
|
||||||
|
|
@ -544,16 +536,8 @@ Class Peacemaker : UnrealWeapon
|
||||||
PEMC # 1 A_CountUp(1);
|
PEMC # 1 A_CountUp(1);
|
||||||
Wait;
|
Wait;
|
||||||
PEMF ABCD 2;
|
PEMF ABCD 2;
|
||||||
PEMF E 0
|
PEMF E 0 A_StartSound("peace/down",CHAN_WEAPONMISC,volume:.4);
|
||||||
{
|
|
||||||
A_StartSound("peace/down",CHAN_WEAPONMISC,volume:.4);
|
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Peace](-0.1,-0.04),FRandom[Peace](0.4,0.6)),3,0,7,SWING_Spring,3,0.8);
|
|
||||||
}
|
|
||||||
PEMF EFG 2;
|
PEMF EFG 2;
|
||||||
PEMF H 0
|
|
||||||
{
|
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Peace](0.08,0.12),FRandom[Peace](-1.2,-0.9)),4,0,6,SWING_Spring,3,1.5);
|
|
||||||
}
|
|
||||||
PEMF HI 2; // howdy
|
PEMF HI 2; // howdy
|
||||||
PEMF I -1 A_PeacemakerThrow(true);
|
PEMF I -1 A_PeacemakerThrow(true);
|
||||||
Stop;
|
Stop;
|
||||||
|
|
|
||||||
|
|
@ -261,8 +261,6 @@ Class QuadShot : UnrealWeapon
|
||||||
double spread = invoker.clipcount;
|
double spread = invoker.clipcount;
|
||||||
for ( int i=0; i<invoker.clipcount; i++ )
|
for ( int i=0; i<invoker.clipcount; i++ )
|
||||||
{
|
{
|
||||||
for ( int i=0; i<3; i++ )
|
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Quadshot](-0.04,-0.2),FRandom[Quadshot](-0.2,0.2)),FRandom[Quadshot](6,8),FRandom[Quadshot](-1.,-1.5),Random[Quadshot](6,8),SWING_Spring,0,FRandom[Quadshot](1.8,2.4));
|
|
||||||
for ( int i=0; i<10; i++ )
|
for ( int i=0; i<10; i++ )
|
||||||
{
|
{
|
||||||
a = FRandom[Quadshot](0,360);
|
a = FRandom[Quadshot](0,360);
|
||||||
|
|
@ -283,8 +281,6 @@ Class QuadShot : UnrealWeapon
|
||||||
{
|
{
|
||||||
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
|
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
|
||||||
A_StartSound("quadshot/fire",CHAN_WEAPON,CHANF_OVERLAP,!Dampener.Active(self)?1.:.2);
|
A_StartSound("quadshot/fire",CHAN_WEAPON,CHANF_OVERLAP,!Dampener.Active(self)?1.:.2);
|
||||||
for ( int i=0; i<3; i++ )
|
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Quadshot](-0.04,-0.2),FRandom[Quadshot](-0.2,0.2)),FRandom[Quadshot](5,7),FRandom[Quadshot](-1,-1.5),Random[Quadshot](3,6),SWING_Spring,0,FRandom[Quadshot](1.8,2.4));
|
|
||||||
for ( int i=0; i<10; i++ )
|
for ( int i=0; i<10; i++ )
|
||||||
{
|
{
|
||||||
a = FRandom[Quadshot](0,360);
|
a = FRandom[Quadshot](0,360);
|
||||||
|
|
|
||||||
|
|
@ -245,8 +245,6 @@ Class Razorjack : UnrealWeapon
|
||||||
UTMainHandler.DoFlash(self,Color(16,255,0,255),1);
|
UTMainHandler.DoFlash(self,Color(16,255,0,255),1);
|
||||||
A_AlertMonsters();
|
A_AlertMonsters();
|
||||||
A_QuakeEx(1,1,1,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
|
A_QuakeEx(1,1,1,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
|
||||||
if ( bAlt ) UTMainHandler.DoSwing(self,(FRandom[Ripper](-0.6,-0.3),FRandom[Ripper](0.2,0.4)),1,-0.3,2,SWING_Spring,2,2);
|
|
||||||
else UTMainHandler.DoSwing(self,(FRandom[Ripper](-0.3,0.3),FRandom[Ripper](0.2,0.6)),1,-0.3,2,SWING_Spring,2,2);
|
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||||
Vector3 origin = Vec2OffsetZ(0,0,player.viewz);
|
Vector3 origin = Vec2OffsetZ(0,0,player.viewz);
|
||||||
|
|
|
||||||
|
|
@ -124,17 +124,10 @@ Class URifle : UnrealWeapon
|
||||||
if ( alt ) A_StartSound("rifle/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.3:1.,pitch:FRandom[Sniper](0.9,1.1));
|
if ( alt ) A_StartSound("rifle/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.3:1.,pitch:FRandom[Sniper](0.9,1.1));
|
||||||
else A_StartSound("rifle/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.3:1.);
|
else A_StartSound("rifle/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.3:1.);
|
||||||
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
||||||
if ( zoomed )
|
if ( zoomed ) A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.09);
|
||||||
{
|
|
||||||
A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.09);
|
|
||||||
for ( int i=0; i<3; i++ )
|
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Sniper](-0.3,0.05),FRandom[Sniper](-0.3,0.1)),2,-0.5,Random[Sniper](3,4),SWING_Spring,Random[Sniper](3,4),Random[Sniper](4,5));
|
|
||||||
}
|
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
A_QuakeEx(2,2,2,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
|
A_QuakeEx(2,2,2,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
|
||||||
for ( int i=0; i<(alt?6:3); i++ )
|
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Sniper](-0.3,0.05),FRandom[Sniper](-0.3,0.1)),4,-1,Random[Sniper](3,4),SWING_Spring,Random[Sniper](3,4),Random[Sniper](4,5));
|
|
||||||
A_Overlay(-2,"MuzzleFlash");
|
A_Overlay(-2,"MuzzleFlash");
|
||||||
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
|
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
|
||||||
A_OverlayRenderstyle(-2,STYLE_Add);
|
A_OverlayRenderstyle(-2,STYLE_Add);
|
||||||
|
|
|
||||||
|
|
@ -559,7 +559,6 @@ Class Stinger : UnrealWeapon
|
||||||
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
|
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
|
||||||
invoker.FireEffect();
|
invoker.FireEffect();
|
||||||
UTMainHandler.DoFlash(self,Color(16,0,64,255),1);
|
UTMainHandler.DoFlash(self,Color(16,0,64,255),1);
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Stinger](-0.1,-0.2),FRandom[Stinger](-0.1,0.1)),4,-1.5,2,SWING_Spring,2,2);
|
|
||||||
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
||||||
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
|
|
@ -604,7 +603,6 @@ Class Stinger : UnrealWeapon
|
||||||
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
|
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
|
||||||
invoker.FireEffect();
|
invoker.FireEffect();
|
||||||
UTMainHandler.DoFlash(self,Color(16,0,64,255),1);
|
UTMainHandler.DoFlash(self,Color(16,0,64,255),1);
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Stinger](-0.3,-0.8),FRandom[Stinger](-0.4,0.4)),4,-1,3,SWING_Spring,3,5);
|
|
||||||
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
||||||
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
|
|
|
||||||
|
|
@ -360,7 +360,6 @@ Class Stunner : UnrealWeapon
|
||||||
double mult = Amplifier.GetMult(self,int(invoker.ChargeSize*50)+50);
|
double mult = Amplifier.GetMult(self,int(invoker.ChargeSize*50)+50);
|
||||||
invoker.FireEffect();
|
invoker.FireEffect();
|
||||||
A_QuakeEx(1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),5+int(1.2*invoker.chargesize),0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05+0.01*invoker.chargesize);
|
A_QuakeEx(1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),5+int(1.2*invoker.chargesize),0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05+0.01*invoker.chargesize);
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Stunner](-0.04,0.04),FRandom[Stunner](-0.9,-0.4)),1+invoker.chargesize*0.3,-0.1,3,SWING_Spring,3,2.5);
|
|
||||||
A_Overlay(-2,"Null");
|
A_Overlay(-2,"Null");
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||||
|
|
@ -421,7 +420,6 @@ Class Stunner : UnrealWeapon
|
||||||
Weapon weap = Weapon(invoker);
|
Weapon weap = Weapon(invoker);
|
||||||
if ( !weap ) return ResolveState(null);
|
if ( !weap ) return ResolveState(null);
|
||||||
StunnerAmmo(weap.Ammo1).rechargephase = 0;
|
StunnerAmmo(weap.Ammo1).rechargephase = 0;
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Stunner](-1,1),FRandom[Stunner](-1,1)),0.02*invoker.chargesize,0,2,SWING_Spring);
|
|
||||||
A_WeaponOffset(FRandom[Stunner](-1,1)*1.2*invoker.chargesize,32+FRandom[Stunner](-1,1)*1.2*invoker.chargesize);
|
A_WeaponOffset(FRandom[Stunner](-1,1)*1.2*invoker.chargesize,32+FRandom[Stunner](-1,1)*1.2*invoker.chargesize);
|
||||||
A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.15:1.);
|
A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.15:1.);
|
||||||
if ( !Dampener.Active(self) && !(gameinfo.gametype&GAME_Strife) ) A_AlertMonsters();
|
if ( !Dampener.Active(self) && !(gameinfo.gametype&GAME_Strife) ) A_AlertMonsters();
|
||||||
|
|
|
||||||
|
|
@ -623,13 +623,8 @@ Class UBioRifle : UnrealWeapon
|
||||||
{
|
{
|
||||||
p = Spawn("UBioGlob",origin);
|
p = Spawn("UBioGlob",origin);
|
||||||
p.A_SetScale(0.5+invoker.chargesize/3.5);
|
p.A_SetScale(0.5+invoker.chargesize/3.5);
|
||||||
UTMainHandler.DoSwing(self,(FRandom[GES](-0.6,-1.3),FRandom[GES](-0.9,-0.2)),1+invoker.chargesize*0.3,-0.1,3,SWING_Spring,3,2);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
p = Spawn("UBioGel",origin);
|
|
||||||
UTMainHandler.DoSwing(self,(FRandom[GES](-0.6,-1.3),FRandom[GES](-0.9,-0.2)),2,-0.5,2,SWING_Spring,2,2);
|
|
||||||
}
|
}
|
||||||
|
else p = Spawn("UBioGel",origin);
|
||||||
p.angle = angle;
|
p.angle = angle;
|
||||||
p.pitch = BulletSlope();
|
p.pitch = BulletSlope();
|
||||||
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
|
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
|
||||||
|
|
|
||||||
|
|
@ -415,8 +415,6 @@ Class Eightball : UnrealWeapon
|
||||||
if ( self is 'UTPlayer' )
|
if ( self is 'UTPlayer' )
|
||||||
UTPlayer(self).PlayAttacking3();
|
UTPlayer(self).PlayAttacking3();
|
||||||
A_QuakeEx(2+num,2+num,2+num,6+num,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1+num*0.05);
|
A_QuakeEx(2+num,2+num,2+num,6+num,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1+num*0.05);
|
||||||
for ( int i=0; i<num; i++ )
|
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Eightball](-0.8,-0.8),FRandom[Eightball](-0.5,0.5)),1,-0.2,Random[Eightball](3,4),SWING_Spring,Random[Eightball](2,5),Random[Eightball](2,4));
|
|
||||||
Vector3 x, y, z, x2, y2, z2;
|
Vector3 x, y, z, x2, y2, z2;
|
||||||
double a, s;
|
double a, s;
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||||
|
|
|
||||||
|
|
@ -199,7 +199,6 @@ Class UFlakCannon : UnrealWeapon
|
||||||
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
|
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
|
||||||
invoker.FireEffect();
|
invoker.FireEffect();
|
||||||
UTMainHandler.DoFlash(self,Color(48,255,96,0),1);
|
UTMainHandler.DoFlash(self,Color(48,255,96,0),1);
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Flak](-0.3,-0.8),FRandom[Flak](-0.5,0.5)),4,-1.5,2,SWING_Spring,2,2);
|
|
||||||
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
||||||
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
|
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
|
|
@ -258,7 +257,6 @@ Class UFlakCannon : UnrealWeapon
|
||||||
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
|
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
|
||||||
invoker.FireEffect();
|
invoker.FireEffect();
|
||||||
UTMainHandler.DoFlash(self,Color(32,255,96,0),1);
|
UTMainHandler.DoFlash(self,Color(32,255,96,0),1);
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Flak](-0.4,-0.8),FRandom[Flak](0.4,0.8)),4,-1,3,SWING_Spring,3,5);
|
|
||||||
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
||||||
A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
|
|
|
||||||
|
|
@ -44,16 +44,8 @@ Class UMinigun : UnrealWeapon
|
||||||
UTMainHandler.DoFlash(self,Color(32,255,255,0),1);
|
UTMainHandler.DoFlash(self,Color(32,255,255,0),1);
|
||||||
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
||||||
A_SoundVolume(CHAN_WEAPON,Dampener.Active(self)?.1:1.);
|
A_SoundVolume(CHAN_WEAPON,Dampener.Active(self)?.1:1.);
|
||||||
if ( alt )
|
if ( alt ) A_QuakeEx(2,2,2,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
|
||||||
{
|
else A_QuakeEx(1,1,1,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
|
||||||
A_QuakeEx(2,2,2,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
|
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Minigun](-1,1),FRandom[Minigun](-1,1)),0.5,0,2,SWING_Spring,0,3);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
A_QuakeEx(1,1,1,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
|
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Minigun](-1,1),FRandom[Minigun](-1,1)),0.3,0,2,SWING_Spring,0,3);
|
|
||||||
}
|
|
||||||
let l = Spawn("MinigunLight",pos);
|
let l = Spawn("MinigunLight",pos);
|
||||||
l.target = self;
|
l.target = self;
|
||||||
if ( !alt ) MinigunLight(l).cnt--;
|
if ( !alt ) MinigunLight(l).cnt--;
|
||||||
|
|
|
||||||
|
|
@ -155,7 +155,6 @@ Class UTranslocator : UnrealWeapon
|
||||||
if ( !weap ) return;
|
if ( !weap ) return;
|
||||||
A_StartSound("telehand/throw",CHAN_WEAPON);
|
A_StartSound("telehand/throw",CHAN_WEAPON);
|
||||||
invoker.FireEffect();
|
invoker.FireEffect();
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Translocator](0.2,-0.4),FRandom[Translocator](0.2,-0.7)),2,-0.3,3,SWING_Spring,2,3);
|
|
||||||
Vector3 x, y, z;
|
Vector3 x, y, z;
|
||||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||||
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-8*y-12*z);
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-8*y-12*z);
|
||||||
|
|
@ -175,7 +174,6 @@ Class UTranslocator : UnrealWeapon
|
||||||
if ( !weap ) return;
|
if ( !weap ) return;
|
||||||
A_StartSound("transloc/return",CHAN_WEAPON);
|
A_StartSound("transloc/return",CHAN_WEAPON);
|
||||||
invoker.FireEffect();
|
invoker.FireEffect();
|
||||||
UTMainHandler.DoSwing(self,(FRandom[Translocator](-0.2,-0.4),FRandom[Translocator](-0.2,0.7)),3,-1,2,SWING_Spring,2,2);
|
|
||||||
if ( invoker.module && invoker.module.bAMBUSH )
|
if ( invoker.module && invoker.module.bAMBUSH )
|
||||||
{
|
{
|
||||||
UTMainHandler.DoFlash(self,Color(255,255,255,255),50);
|
UTMainHandler.DoFlash(self,Color(255,255,255,255),50);
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue