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:
parent
c5051ea905
commit
ad2a96b676
34 changed files with 339 additions and 8 deletions
|
|
@ -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;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue