Hellblazer pickups have translucent glass and show ammo state.

Added cvar for controlling blob shadow render distance.
Folder reorganizing for post-release updates.
Updated patron list.
This commit is contained in:
Mari the Deer 2020-12-14 12:18:05 +01:00
commit ad2a96b676
34 changed files with 339 additions and 8 deletions

View file

@ -1430,11 +1430,14 @@ Class SWWMBulletTrail : LineTracer
Class SWWMShadow : Actor
{
Sector oldfloor;
transient CVar sdist;
static void Track( Actor other )
{
// prevent infinite recursion
if ( other is 'SWWMShadow' ) return;
// no shadows for overlay actors
if ( other is 'GhostArtifactX' ) return;
let s = SWWMShadow(Spawn("SWWMShadow",other.pos));
s.target = other;
s.Update(true);
@ -1448,6 +1451,10 @@ Class SWWMShadow : Actor
{
alpha = 1.-min(1.,.006*abs(target.pos.z-pos.z));
alpha *= target.alpha;
if ( !sdist ) sdist = CVar.GetCVar('swwm_shadowdist',players[consoleplayer]);
int sd = sdist.GetInt();
// breaks with chasecam, but it's fine
if ( sd > 0 ) alpha *= clamp(4.*((sd-Distance3D(players[consoleplayer].Camera))/sd),0.,1.);
double relz = target.pos.z-pos.z;
if ( target.bFLOATBOB ) relz += BobSin(target.FloatBobPhase)*target.FloatBobStrength;
double bscale = (target.radius/16.)*(1.-min(1.,.003*relz));
@ -1481,6 +1488,7 @@ Class SWWMShadow : Actor
{
RenderStyle "Shaded";
StencilColor "000000";
DistanceCheck 'swwm_shadowdist';
Radius .1;
Height 0.;
+NOBLOCKMAP;