Smol fixes/tweaks.
- Try to stop voice lines from playing if player is dead. - Reduce spread of explodium gun. - Add +NOTELEPORT to some particle effects to fix some annoyances. - Fix first frame of player pain having the wrong duration, causing rapidly overlapping pain sounds.
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parent
6191230903
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694da44e1b
3 changed files with 9 additions and 5 deletions
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@ -631,7 +631,8 @@ Class SWWMHandler : EventHandler
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if ( !mutevoice ) mutevoice = CVar.GetCVar('swwm_mutevoice',players[consoleplayer]);
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if ( onelinertic && (onelinertic < gametic) )
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{
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players[consoleplayer].mo.A_StartSound(onelinersnd,CHAN_DEMOVOICE,CHANF_LOCAL,1.,ATTN_NONE);
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if ( players[consoleplayer].health > 0 )
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players[consoleplayer].mo.A_StartSound(onelinersnd,CHAN_DEMOVOICE,CHANF_LOCAL,1.,ATTN_NONE);
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onelinertic = 0;
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onelinerspan = 0;
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}
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@ -738,7 +739,7 @@ Class SWWMHandler : EventHandler
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override void PostUiTick()
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{
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if ( (gametic == onelinertic) && (oneliner != "") )
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if ( (gametic == onelinertic) && (oneliner != "") && (players[consoleplayer].health > 0) )
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{
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let l = SWWMOneLiner.Make(oneliner,onelinerspan);
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StatusBar.AttachMessage(l,-3473);
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@ -545,7 +545,7 @@ Class Demolitionist : PlayerPawn
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Goto Spawn+1;
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Pain:
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// ouchy
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XZW1 A 0 A_JumpIf(player&&(player.mo==self)&&(player.crouchdir==-1),"CrouchPain");
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XZW1 A 1 A_JumpIf(player&&(player.mo==self)&&(player.crouchdir==-1),"CrouchPain");
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XZW2 M 1 A_DemoPain();
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XZW2 NOPQ 1;
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Goto Spawn+1;
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@ -44,6 +44,7 @@ Class ExplodiumMagArm : Actor
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+MISSILE;
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+NODAMAGETHRUST;
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+FORCERADIUSDMG;
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+NOTELEPORT;
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-NOGRAVITY;
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Gravity 0.35;
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BounceFactor 1.0;
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@ -88,6 +89,7 @@ Class ExplodiumMagTrail : Actor
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+NOBLOCKMAP;
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+NOGRAVITY;
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+FORCEXYBILLBOARD;
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+NOTELEPORT;
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Scale 1.1;
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}
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States
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@ -234,6 +236,7 @@ Class ExplodiumBulletImpact : Actor
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+NODAMAGETHRUST;
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+FORCERADIUSDMG;
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+FORCEXYBILLBOARD;
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+NOTELEPORT;
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}
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override void PostBeginPlay()
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{
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@ -315,7 +318,7 @@ Class ExplodiumGun : SWWMWeapon
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Vector3 x, y, z, x2, y2, z2;
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[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-2*z);
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double a = FRandom[Spread](0,360), s = FRandom[Spread](0,.003);
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double a = FRandom[Spread](0,360), s = FRandom[Spread](0,.002);
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[x2, y2, z2] = swwm_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
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FLineTraceData d;
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@ -385,7 +388,7 @@ Class ExplodiumGun : SWWMWeapon
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Vector3 x, y, z, x2, y2, z2;
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[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2*y-3*z);
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double a = FRandom[Spread](0,360), s = FRandom[Spread](0,.025);
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double a = FRandom[Spread](0,360), s = FRandom[Spread](0,.005);
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[x2, y2, z2] = swwm_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
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let p = Spawn("ExplodiumMagProj",origin);
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