Remove leftover old "for" loop below "foreach" in some places.
Add SWWMUtility.ToAngles(), temporarily until next Gutamatics update. Some note stuff.
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5 changed files with 37 additions and 9 deletions
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@ -2,7 +2,7 @@ This is just a bit of *"future planning"* for stuff that I ***might*** add later
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## 1.3 update *(The Second Batch)*:
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More weapons, because we need 'em. In addition, all the "easy to implement" minigames, because the rest can wait until 1.5.
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More weapons, because we need 'em. In addition, a bunch of cleanup in base weapons to avoid redundancy.
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* ☐ **DLC Weaponset:**
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- ✓ [1] Itamex Reinforced Hammer *(UnSX 5)*
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@ -44,10 +44,12 @@ More weapons, because we need 'em. In addition, all the "easy to implement" mini
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## 1.4 update *(Fine Refinements)*:
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Re-animation of old FK models. Plus extra score incentives and achievements.
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Re-animation of old FK models and fully dropping the Unreal vertex format. Plus extra score incentives and achievements.
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* **Re-animate all base models with IK *(important for consistency)***
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* **Re-export all animated models as IQM, and static models as OBJ *(saves space and memory)***
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- Re-animate base weapon set *(won't be hard)*
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- Re-animate player model *(this might be harder)*
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* **Re-export all animated models as IQM *(saves space and memory)***
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* **Additional Items:**
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- Ballsy™ Bomb *(re-purposes lead ball)*
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- Battle-Boi™ Deployable Sentry *(re-purposes saltshot)*
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@ -124,12 +126,13 @@ Add-ons and other related stuff.
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- A more *"mundane"* arsenal
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- Featuring a very big girl with very big... Assets
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- Slightly more *"grounded"*, but still powerful
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- See, I got tired of playing modded Fallout 4 so...
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- See, I wanna stop playing modded Fallout 4, so...
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* **Saya side mod *(Red-Eyed Rampage)*:**
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- The first mod where you play as a mere squishy person
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- Even more fun weapons, including one made by a god!
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- Spellcards!
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- A more interesting take on *"infinite lives"*
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- Ludicrous movement mechanics from the most agile gremlin ever
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- Featuring the Pancor Jackhammer *(lol)*
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* **Kirin side mod *(Red Star of Innocence)*:**
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- Finally, you get to play as the precious femboy emperor
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r685 \cu(Sun 11 Dec 00:44:51 CET 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r685 \cu(2022-12-11 00:44:51)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r686 \cu(Mon 12 Dec 22:07:03 CET 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r686 \cu(2022-12-12 22:07:03)\c-";
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@ -1660,7 +1660,6 @@ Class CompanionLamp : Actor
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f.A_StartSound("lamp/disappear",CHAN_VOICE);
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// carry over the moths
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foreach ( m:moff )
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for ( int i=0; i<moff.Size(); i++ )
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{
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if ( !m ) continue;
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Vector3 whereto = level.Vec3Offset(m.pos,rel);
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@ -256,6 +256,34 @@ Class SWWMUtility
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return r*(1,0,0), r*(0,-1,0), r*(0,0,1);
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}
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// included here until Gutamatics updates to use native quaternions
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static clearscope double, double, double ToAngles( Quat q )
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{
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double angle = 0., pitch = 0., roll = 0.;
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double stest = q.z*q.x-q.w*q.y;
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double angY = 2.*(q.w*q.z+q.x*q.y);
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double angX = 1.-2.*(q.y*q.y+q.z*q.z);
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if ( stest < -.4999995 )
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{
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angle = atan2(angY,angX);
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pitch = 90.;
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roll = swwm_GM_GlobalMaths.Normalize180(angle+(2.*atan2(q.x,q.w)));
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}
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else if ( stest > .4999995 )
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{
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angle = atan2(angY,angX);
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pitch = -90.;
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roll = swwm_GM_GlobalMaths.Normalize180(angle+(2.*atan2(q.x,q.w)));
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}
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else
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{
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angle = atan2(angY,angX);
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pitch = -asin(2.*stest);
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roll = atan2(2.*(q.w*q.x+q.y*q.z),1.-2.*(q.x*q.x+q.y*q.y));
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}
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return angle, pitch, roll;
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}
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// for aiming and shooting
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static clearscope Vector3 GetPlayerViewDir( Actor player )
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{
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@ -1582,7 +1610,6 @@ Class SWWMUtility
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{
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// see if any services can resolve this first
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foreach ( sv:hnd.mergemonstersv )
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for ( int i=0; i<hnd.mergemonstersv.Size(); i++ )
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{
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if ( !sv ) continue;
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String res = sv.GetString("MergeMonster",stringArg:a.GetClassName());
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@ -1031,7 +1031,6 @@ Class BiosparkBeam : SWWMNonInteractiveActor
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l.Activate(target,0,SPAC_Impact);
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}
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foreach ( hit:t.hitlist )
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for ( int i=0; i<t.hitlist.Size(); i++ )
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{
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if ( !hit.hitactor ) continue;
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if ( (hit.hitactor is 'BiosparkHitbox') && hit.hitactor.target )
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