4.10 support update (unfinished and untested).
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eb624f15e3
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80 changed files with 2343 additions and 2356 deletions
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@ -142,7 +142,7 @@ Class Spreadgun : SWWMWeapon
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return;
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}
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Vector3 x, y, z;
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[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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[x, y, z] = SWWMUtility.GetAxes(angle,pitch,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-10*z);
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let c = Spawn(invoker.wasgold?"GoldShellCasing":"RedShellCasing",origin);
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c.angle = angle;
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@ -159,14 +159,14 @@ Class Spreadgun : SWWMWeapon
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int bustdmg = dmg;
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BusterWall.Bust(t.Results,bustdmg,self,t.Results.HitVector,t.Results.HitPos.z);
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}
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for ( int i=0; i<t.ShootThroughList.Size(); i++ )
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foreach ( l:t.ShootThroughList )
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{
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t.ShootThroughList[i].Activate(self,0,SPAC_PCross);
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t.ShootThroughList[i].Activate(self,0,SPAC_Impact);
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l.Activate(self,0,SPAC_PCross);
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l.Activate(self,0,SPAC_Impact);
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}
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for ( int i=0; i<t.WaterHitList.Size(); i++ )
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foreach ( w:t.WaterHitList )
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{
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let b = Spawn("SmolInvisibleSplasher",t.WaterHitList[i].hitpos);
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let b = Spawn("SmolInvisibleSplasher",w.hitpos);
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b.target = self;
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b.A_CheckTerrain();
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}
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@ -176,24 +176,24 @@ Class Spreadgun : SWWMWeapon
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let b = Actor.Spawn("SWWMBubble",level.Vec3Offset(origin,dir*i));
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b.Scale *= FRandom[Boolet](.1,.3);
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}
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for ( int i=0; i<t.HitList.Size(); i++ )
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foreach( hit:t.HitList )
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{
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int realdmg = dmg?dmg:t.HitList[i].HitDamage;
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let p = SWWMPuff.Setup(t.HitList[i].HitLocation,t.HitList[i].x,invoker,self,t.HitList[i].HitActor);
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SWWMDamageAccumulator.Accumulate(t.HitList[i].HitActor,realdmg,p,self,'shot',false,DMG_INFLICTOR_IS_PUFF);
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SWWMUtility.DoKnockback(t.HitList[i].HitActor,t.HitList[i].x+(0,0,0.025),mm*FRandom[Spreadgun](0.4,1.2));
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if ( t.HitList[i].HitActor.bNOBLOOD || t.HitList[i].HitActor.bDORMANT || t.HitList[i].HitActor.bINVULNERABLE )
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int realdmg = dmg?dmg:hit.HitDamage;
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let p = SWWMPuff.Setup(hit.HitLocation,hit.x,invoker,self,hit.HitActor);
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SWWMDamageAccumulator.Accumulate(hit.HitActor,realdmg,p,self,'shot',false,DMG_INFLICTOR_IS_PUFF);
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SWWMUtility.DoKnockback(hit.HitActor,hit.x+(0,0,0.025),mm*FRandom[Spreadgun](0.4,1.2));
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if ( hit.HitActor.bNOBLOOD || hit.HitActor.bDORMANT || hit.HitActor.bINVULNERABLE )
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{
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let p = Spawn(impact,t.HitList[i].HitLocation);
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p.angle = atan2(t.HitList[i].x.y,t.HitList[i].x.x)+180;
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p.pitch = asin(t.HitList[i].x.z);
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let p = Spawn(impact,hit.HitLocation);
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p.angle = atan2(hit.x.y,hit.x.x)+180;
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p.pitch = asin(hit.x.z);
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p.target = self;
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}
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else
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{
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t.HitList[i].HitActor.TraceBleed(realdmg,self);
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t.HitList[i].HitActor.SpawnBlood(t.HitList[i].HitLocation,atan2(t.HitList[i].x.y,t.HitList[i].x.x)+180,realdmg);
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t.HitList[i].HitActor.A_StartSound("spreadgun/pelletf",CHAN_DAMAGE,CHANF_OVERLAP,.4,4.);
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hit.HitActor.TraceBleed(realdmg,self);
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hit.HitActor.SpawnBlood(hit.HitLocation,atan2(hit.x.y,hit.x.x)+180,realdmg);
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hit.HitActor.A_StartSound("spreadgun/pelletf",CHAN_DAMAGE,CHANF_OVERLAP,.4,4.);
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}
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}
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if ( (t.Results.HitType != TRACE_HitNone) && (t.Results.HitType != TRACE_HasHitSky) && (t.Results.HitType != TRACE_HitActor) )
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@ -250,10 +250,10 @@ Class Spreadgun : SWWMWeapon
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}
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A_PlayerFire();
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Vector3 x, y, z;
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[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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[x, y, z] = SWWMUtility.GetAxes(angle,pitch,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-2*z);
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Vector3 x2, y2, z2;
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[x2, y2, z2] = swwm_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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[x2, y2, z2] = SWWMUtility.GetAxes(angle,BulletSlope(),roll);
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double a, s;
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Vector3 dir;
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if ( invoker.goldload )
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