Combat Hammer plunging attack (release alt fire while falling).
This commit is contained in:
parent
8804366137
commit
e50d186a09
5 changed files with 73 additions and 10 deletions
|
|
@ -134,11 +134,24 @@ extend Class SWWMHandler
|
|||
noiz = min(lastdmg*.03*max(0,(lastdmgtimer-(gametic+e.Fractic))/35.),3.5);
|
||||
PPShader.SetUniform1f("Glitch","str2",noiz);
|
||||
}
|
||||
if ( (demo.player.ReadyWeapon is 'ItamexHammer') && demo.IsActorPlayingSound(CHAN_WEAPONEXTRA,"itamex/spin") )
|
||||
if ( demo.player.ReadyWeapon is 'ItamexHammer' )
|
||||
{
|
||||
PPShader.SetEnabled("WindBlur",true);
|
||||
PPShader.SetUniform1f("WindBlur","Speed",ItamexHammer(demo.player.ReadyWeapon).charge/100.);
|
||||
PPShader.SetUniform1f("WindBlur","Fade",(ItamexHammer(demo.player.ReadyWeapon).charge/100.)**.5);
|
||||
let ham = ItamexHammer(demo.player.ReadyWeapon);
|
||||
PPShader.SetEnabled("WindBlur",ham.bFalling||ham.bSpinning);
|
||||
if ( ham.bFalling )
|
||||
{
|
||||
double hamfact = clamp(-demo.vel.z/25.,0.,1.);
|
||||
PPShader.SetUniform1f("WindBlur","Speed",hamfact);
|
||||
PPShader.SetUniform1f("WindBlur","Fade",hamfact**.5);
|
||||
PPShader.SetUniform2f("WindBlur","WindDir",(0.,1.));
|
||||
}
|
||||
else if ( ham.bSpinning )
|
||||
{
|
||||
double hamfact = clamp(ham.charge/100.,0.,1.);
|
||||
PPShader.SetUniform1f("WindBlur","Speed",hamfact);
|
||||
PPShader.SetUniform1f("WindBlur","Fade",hamfact**.5);
|
||||
PPShader.SetUniform2f("WindBlur","WindDir",(1.,0.));
|
||||
}
|
||||
}
|
||||
else PPShader.SetEnabled("WindBlur",false);
|
||||
if ( !demo.InStateSequence(demo.CurState,demo.FindState("Dash")) )
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue