Added a different obituary to the Sniper Rifle depending on whether or not it's a headshot.

Reduced the screen tint of the Damage Amplifier.
More tweaks to the DOOMTEST enhancer, now it looks very pretty.
This commit is contained in:
Marisa the Magician 2018-08-25 19:31:05 +02:00
commit 17add7f007
23 changed files with 150 additions and 23 deletions

View file

@ -49,7 +49,7 @@ Class DamageAmplifier : Powerup
Default
{
Powerup.Duration -60;
Powerup.Color "EE00FF", 0.15;
Powerup.Color "EE00FF", 0.05;
}
override void BeginPlay()
@ -244,7 +244,7 @@ Class UTInvisibility : PowerupGiver replaces BlurSphere
States
{
Spawn:
INVS A -1 Bright;
INVS A -1;
Stop;
}
}

View file

@ -149,10 +149,15 @@ Class SniperRifle : UTWeapon
c.scale *= 1.25;
c.vel = x*FRandom[Junk](-2,2)+y*FRandom[Junk](3,6)+z*FRandom[Junk](3,5);
}
override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
{
if ( mod == 'Decapitated' ) return "%k put a bullet through %o's head.";
return Obituary;
}
Default
{
Tag "Sniper Rifle";
Obituary "%k put a bullet through %o's head.";
Obituary "%k put a bullet through %o.";
Inventory.PickupMessage "You got the Sniper Rifle.";
Weapon.UpSound "sniper/select";
Weapon.SlotNumber 0;

View file

@ -272,9 +272,9 @@ Class UTPlayer : DoomPlayer
}
}
last_sm = sm;
if ( player.onground )
if ( !bNoGravity && player.onground )
{
if ( !bNoGravity && !waterlevel && (dodge.length() > 0) )
if ( !waterlevel && (dodge.length() > 0) )
{
if ( doomspeed.GetBool() ) vel += dodge.unit()*(groundspeed_doomish*1.5)/TICRATE;
else vel += dodge.unit()*(groundspeed*1.5)/TICRATE;
@ -1137,16 +1137,125 @@ Class UTMainHandler : StaticEventHandler
Array<QueuedFlash> flashes;
transient CVar nobosstelefrag;
private Actor AddLight( Vector3 pos, Color col, int radius )
{
Actor l = Actor.Spawn("PointLightAttenuated",pos);
if ( !l ) return null;
l.args[0] = col.r;
l.args[1] = col.g;
l.args[2] = col.b;
l.args[3] = radius;
return l;
}
private Actor AddAmbient( Vector3 pos, String snd, double volume = 1., double attenuation = ATTN_NORM )
{
Actor a = Actor.Spawn("MapSpot",pos);
if ( !a ) return null;
a.A_PlaySound(snd,CHAN_BODY,volume,true,attenuation);
return a;
}
override void WorldLoaded( WorldEvent e )
{
if ( gamestate != GS_LEVEL || e.IsSaveGame ) return;
// prettify Kinsie's test map for a more Unreal feel
if ( level.levelname ~== "Modder Test Map" )
if ( level.GetChecksum() ~== "FBC3B6622A8B74AE06DE01E70007AC33" )
{
TexMan.ReplaceTextures("-noflat-","-kinsie-",0);
TextureID deftex = TexMan.CheckForTexture("-noflat-",TexMan.Type_Any);
TextureID skytx = TexMan.CheckForTexture("BlueSky",TexMan.Type_Any);
TextureID baseflor = TexMan.CheckForTexture("rClfFlr0",TexMan.Type_Any);
TextureID baseceil = TexMan.CheckForTexture("rClfBas0",TexMan.Type_Any);
TextureID basewall = TexMan.CheckForTexture("uAlnWl2b",TexMan.Type_Any);
TextureID xbasewall = TexMan.CheckForTexture("xAlnWl2b",TexMan.Type_Any);
TextureID glasstex = TexMan.CheckForTexture("Glassg",TexMan.Type_Any);
level.ChangeSky(skytx,skytx);
// TODO handplace some dynamic lights and add Unreal/UT ambient sounds
for ( int i=0; i<level.sectors.size(); i++ )
{
level.sectors[i].lightlevel = 0;
level.sectors[i].SetPlaneLight(0,0);
level.sectors[i].SetPlaneLight(1,0);
// open some ceilings
if ( level.sectors[i].ceilingplane.ZAtPoint(level.sectors[i].centerspot) == 1280 )
level.sectors[i].SetTexture(1,skyflatnum);
if ( level.sectors[i].GetTexture(0) == deftex )
{
level.sectors[i].SetTexture(0,(i==47)?baseceil:baseflor);
level.sectors[i].SetXScale(0,2.);
level.sectors[i].SetYScale(0,2.);
}
if ( level.sectors[i].GetTexture(1) == deftex )
{
level.sectors[i].SetTexture(1,(i==47)?baseflor:baseceil);
level.sectors[i].SetXScale(1,2.);
level.sectors[i].SetYScale(1,2.);
}
}
for ( int i=0; i<level.sides.size(); i++ )
{
level.sides[i].light = 0;
for ( int j=0; j<3; j++ )
{
if ( level.sides[i].GetTexture(j) != deftex ) continue;
if ( (i==529) || (i==530) || (i==533) || (i==534) )
{
level.sides[i].SetTexture(j,xbasewall);
level.sides[i].SetTextureYOffset(j,-2304);
}
else level.sides[i].SetTexture(j,basewall);
level.sides[i].SetTextureXScale(j,2.);
level.sides[i].SetTextureYScale(j,2.);
}
}
// fixup
for ( int i=215; i<246; i++ )
{
if ( (i==218) || (i==221) || (i==227)
|| (i==230) || (i==232) || (i==234)
|| (i==238) || (i==243) ) continue;
level.sectors[i].SetSpecialColor(0,"00 00 00");
}
level.sectors[53].SetFade("00 00 20");
level.sides[1844].SetTexture(1,glasstex);
level.lines[945].alpha = 0.5;
AddLight((0,-288,128),"E0 E0 FF",256);
AddLight((-2560,1024,1280),"E0 E0 FF",1024);
AddLight((0,1024,1280),"E0 E0 FF",1024);
AddLight((2560,1024,1280),"E0 E0 FF",1024);
AddLight((-384,-160,64),"FF FF FF",128);
AddLight((-384,-288,64),"FF FF FF",128);
AddLight((-384,-416,64),"FF FF FF",128);
AddLight((0,2816,96),"FF FF FF",512);
AddLight((2904,1344,128),"80 80 FF",256);
AddLight((3408,1344,128),"80 80 FF",256);
AddLight((1568,1760,64),"20 20 80",128);
AddLight((1824,1760,64),"80 20 20",128);
AddLight((2080,1760,64),"FF 80 20",128);
AddLight((2336,1760,64),"20 FF 20",128);
AddLight((2592,1760,64),"80 80 20",128);
AddLight((2848,1760,64),"A0 A0 30",128);
AddLight((2944,960,64),"20 FF 20",128);
AddLight((2944,736,64),"20 FF 20",128);
AddLight((3264,960,64),"FF 20 20",128);
AddLight((3264,736,64),"A0 A0 30",128);
AddLight((3264,512,64),"80 80 20",128);
AddLight((3584,960,64),"80 80 20",128);
AddLight((3584,736,64),"20 FF 20",128);
AddLight((3584,512,64),"FF 80 20",128);
AddLight((3584,288,64),"FF 80 FF",128);
AddAmbient((0,-288,192),"testamb/wind1",0.5,1.6);
AddAmbient((-2560,1024,768),"testamb/wind1",0.4,0.8);
AddAmbient((0,1024,768),"testamb/wind1",0.4,0.8);
AddAmbient((2560,1024,768),"testamb/wind1",0.4,0.8);
AddAmbient((768,1600,1280),"testamb/wind2",0.8,1.6);
AddAmbient((3174,1344,128),"testamb/water",0.4,1.6);
AddAmbient((1568,1760,64),"testamb/water",0.4,2.4);
AddAmbient((2080,1760,64),"testamb/lava",0.8,2.4);
AddAmbient((2336,1760,64),"testamb/slime",0.4,2.4);
AddAmbient((2944,960,64),"testamb/slime",0.4,2.4);
AddAmbient((2944,736,64),"testamb/slime",0.4,2.4);
AddAmbient((3584,736,64),"testamb/slime",0.4,2.4);
AddAmbient((3584,512,64),"testamb/lava",0.8,2.4);
}
}