diff --git a/Readme.md b/Readme.md index 62bac7d..c5ed8eb 100644 --- a/Readme.md +++ b/Readme.md @@ -3,7 +3,7 @@ What began as a test for importing UT vertex meshes has turned into an actual full UT weapon and item mod. -This mod requires GZDoom 4.2.0 or later. +This mod requires GZDoom 4.2.3 or later. ## Currently implemented @@ -55,41 +55,30 @@ This mod requires GZDoom 4.2.0 or later. - UT player classes - Heretic compatibility - Spanish localization - - UT gore system (toggleable) + - UT gore system (WIP, toggleable) + - Liquid splashes + - Original Invulnerability and Night Vision items ## In progress - - General polishing, bugfixing and rebalancing - - Add some more effects - - Lava/Slime footstep sounds? - - French, Italian and German localizations (I'll need help for these) + - N/A, this is the 1.0 release -## Ideas +## Planned - - Figure out some alternative invincibility item. Kinda like how I improvised - the backpack replacement. - -## Future plans - - - Additional model optimization and cleanup (optional, not needed for 1.0) - - Trim out unused animations (this one is going to be very time-consuming) - - Recenter the backpack mesh (it was a complete hack job to begin with) - - Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher once - scripted textures are implemented - - Redo player models once GZDoom gets a well deserved model animation system - overhaul (mainly to clean up the current, messy implementation of this) - - Add weapon attachment support to player models when that is also added in - (at the moment all player models have an integrated placeholder weapon) - - Unreal 1 weapons mod and maybe also a monsters mod - - Port some of my UT weapon mods (and maybe also some of my personal faves by - others, such as Psi Weapon Dreams) - - Hexen/Strife compatibility ??? - - Relics? + - Stuff for 1.1 + - Fancy titlemap like Doomreal. + - Touch up blood/gibbing features. At the moment, Nashgore is still a + superior alternative. + - Hexen/Strife compatibility ??? + - Stuff for much later + - Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher + once scripted textures are implemented + - Redo player models once GZDoom gets a well deserved model animation system + overhaul (mainly to clean up the current, messy implementation of this) + - Add weapon attachment support to player models when that is also added in + (at the moment all player models have an integrated placeholder weapon) ## Known bugs - - Translocator allows telefragging other players in coop (no idea if I can - even fix this) - - Biorifle sludge doesn't handle 3d floors (especially sloped ones) properly. - This is due to the unavailability of 3D floor data on ZScript and will be - fixed once 3D floors are exported to scripting (still waiting on that PR) + - Biorifle sludge doesn't attach properly when it lands on the edge between + sectors. This is most noticeable with moving sectors and 3d floors. diff --git a/brightmaps/JAllMap1_a00.png b/brightmaps/JAllMap1_a00.png new file mode 100644 index 0000000..6ca149b Binary files /dev/null and b/brightmaps/JAllMap1_a00.png differ diff --git a/brightmaps/JAllMap1_a01.png b/brightmaps/JAllMap1_a01.png new file mode 100644 index 0000000..bc36315 Binary files /dev/null and b/brightmaps/JAllMap1_a01.png differ diff --git a/brightmaps/JAllMap1_a02.png b/brightmaps/JAllMap1_a02.png new file mode 100644 index 0000000..3b2eb8b Binary files /dev/null and b/brightmaps/JAllMap1_a02.png differ diff --git a/brightmaps/JAllMap1_a03.png b/brightmaps/JAllMap1_a03.png new file mode 100644 index 0000000..633823d Binary files /dev/null and b/brightmaps/JAllMap1_a03.png differ diff --git a/brightmaps/JBigFlash1.png b/brightmaps/JBigFlash1.png deleted file mode 100644 index fe3039b..0000000 Binary files a/brightmaps/JBigFlash1.png and /dev/null differ diff --git a/brightmaps/JTranslator1.png b/brightmaps/JTranslator1.png deleted file mode 100644 index 2a6e744..0000000 Binary files a/brightmaps/JTranslator1.png and /dev/null differ diff --git a/credits.txt b/credits.txt index 233c350..56453af 100644 --- a/credits.txt +++ b/credits.txt @@ -1,3 +1,5 @@ Models, textures and audio (C)1999 Epic Games. Porting and adjustments by Marisa Kirisame. + +Special thanks to KeksDose for libeye. diff --git a/cvarinfo.txt b/cvarinfo.txt index 3abdb8c..09eb6fe 100644 --- a/cvarinfo.txt +++ b/cvarinfo.txt @@ -43,3 +43,6 @@ server bool flak_dmsshock = false; // allow enhanced shock rifle on deathmatch server noarchive bool flak_instagib = false; // instagib mode (only for dm) - this cvar has to be set from the command line user float flak_flashstrength = 1.0; // strength of screen flashes server bool flak_sawammo = false; // chainsaw uses fuel +user bool flak_zoomsound = false; // sniper rifle plays unused zoom sounds (annoying) +user bool flak_zoomshader = false; // sniper rifle has a scope shader +server bool flak_vanillaarmor = true; // shield belt removes body/thigh armors on pickup diff --git a/fontdefs.txt b/fontdefs.txt index e0d1509..0e945c2 100644 --- a/fontdefs.txt +++ b/fontdefs.txt @@ -12,33 +12,3 @@ WHFONT 8 WH8 9 WH9 } - -// UT Font size 40 (big text in various places, also used by announcer add-on) -UTFONT40 -{ - TEMPLATE uf40_%03d -} - -// UT Font size 12 (automap text, identification info) -UTFONT12 -{ - TEMPLATE uf12_%03d -} - -// Tahoma size 10 (messages) -TAHOMA10 -{ - TEMPLATE th10_%03d -} - -// Unreal Engine small font (for clip counters on hud) -USMALLFONT -{ - TEMPLATE usmf_%03d -} - -// Replace Doom font with Tahoma too -SMALLFONT -{ - TEMPLATE th10_%03d -} diff --git a/graphics/Tahoma10/th10_032.png b/fonts/Tahoma10/0020.png similarity index 100% rename from graphics/Tahoma10/th10_032.png rename to fonts/Tahoma10/0020.png diff --git a/fonts/Tahoma10/0021.png b/fonts/Tahoma10/0021.png new file mode 100644 index 0000000..1bfdb96 Binary files /dev/null and b/fonts/Tahoma10/0021.png differ diff --git a/fonts/Tahoma10/0022.png b/fonts/Tahoma10/0022.png new file mode 100644 index 0000000..be0dc8b Binary files /dev/null and b/fonts/Tahoma10/0022.png differ diff --git a/fonts/Tahoma10/0023.png b/fonts/Tahoma10/0023.png new file mode 100644 index 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+STARTUPCOLORS = "FF FF FF", "00 00 20" +STARTUPTITLE = "Doom Tournament" +LOADLIGHTS = 1 +LOADBRIGHTMAPS = 1 diff --git a/gldefs.txt b/gldefs.txt index 86ea1da..b0536f7 100644 --- a/gldefs.txt +++ b/gldefs.txt @@ -1,3 +1,244 @@ +// Lights +PulseLight "UTRedKeyLight" +{ + Color 1.0 0.0 0.0 + Size 15 + SecondarySize 20 + Interval 2.0 + Offset 0 16 0 + DontLightSelf 1 +} +PulseLight "UTBlueKeyLight" +{ + Color 0.0 0.0 1.0 + Size 15 + SecondarySize 20 + Interval 2.0 + Offset 0 16 0 + DontLightSelf 1 +} +PulseLight "UTGoldKeyLight" +{ + Color 1.0 0.8 0.0 + Size 15 + SecondarySize 20 + Interval 2.0 + Offset 0 16 0 + DontLightSelf 1 +} +PulseLight "UTGreenKeyLight" +{ + Color 0.0 1.0 0.0 + Size 15 + SecondarySize 20 + Interval 2.0 + Offset 0 16 0 + DontLightSelf 1 +} +Object "UTRedSkull" +{ + Frame "USKL" { light "UTRedKeyLight" } +} +Object "UTBlueSkull" +{ + Frame "USKL" { light "UTBlueKeyLight" } +} +Object "UTGoldSkull" +{ + Frame "USKL" { light "UTGoldKeyLight" } +} +Object "UTRedKey" +{ + Frame "UKEY" { light "UTRedKeyLight" } +} +Object "UTBlueKey" +{ + Frame "UKEY" { light "UTBlueKeyLight" } +} +Object "UTGoldKey" +{ + Frame "UKEY" { light "UTGoldKeyLight" } +} +Object "UTHereticYellowKey" +{ + Frame "UKEY" { light "UTGoldKeyLight" } +} +Object "UTHereticGreenKey" +{ + Frame "UKEY" { light "UTGreenKeyLight" } +} +Object "UTHereticBlueKey" +{ + Frame "UKEY" { light "UTBlueKeyLight" } +} + +PointLight SHOCKAMMOLIGHT +{ + Color 0.0 0.2 0.8 + Size 20 + Offset 0 12 0 + Attenuate 1 + DontLightSelf 1 +} +PointLight SHOCKAMMOLIGHT2 +{ + Color 0.0 0.1 0.3 + Size 12 + Offset 0 5 0 + Attenuate 1 + DontLightSelf 1 +} +Object ShockAmmo +{ + Frame "SHOA" { light "SHOCKAMMOLIGHT" } +} +Object ShockAmmo2 +{ + Frame "SHOA" { light "SHOCKAMMOLIGHT2" } +} +PointLight BIOAMMOLIGHT +{ + Color 0.3 1.0 0.1 + Size 12 + Offset 3 4 0 + Attenuate 1 + DontLightSelf 1 +} +PointLight BIOAMMOLIGHT2 +{ + Color 0.3 1.0 0.1 + Size 9 + Offset 2 3 0 + Attenuate 1 + DontLightSelf 1 +} +Object BioAmmo +{ + Frame "BIOA" { light "BIOAMMOLIGHT" } +} +Object BioAmmo2 +{ + Frame "BIOA" { light "BIOAMMOLIGHT2" } +} +PointLight PULSEAMMOLIGHT +{ + Color 0.15 0.3 0.05 + Size 12 + Offset 0 4 0 + Attenuate 1 + DontLightSelf 1 +} +Object PulseAmmo +{ + Frame "PAMO" { light "PULSEAMMOLIGHT" } +} + +PointLight HEALTHPACKLIGHT +{ + Color 0.0 0.2 1.0 + Size 40 + Offset 12 12 0 + Attenuate 1 + DontLightSelf 1 +} +Object UTHealthPack +{ + Frame "HBOX" { light "HEALTHPACKLIGHT" } +} +Object ActHealthPack +{ + Frame "HBOX" { light "HEALTHPACKLIGHT" } +} +PointLight HEALTHBOXLIGHT +{ + Color 0.0 0.2 1.0 + Size 30 + Offset 0 12 0 + Attenuate 1 + DontLightSelf 1 +} +Object UTHealthBox +{ + Frame "HBOX" { light "HEALTHBOXLIGHT" } +} +Object ActHealthBox +{ + Frame "HBOX" { light "HEALTHBOXLIGHT" } +} +PointLight MEDBOXLIGHT +{ + Color 0.0 0.2 1.0 + Size 20 + Offset 0 12 0 + Attenuate 1 + DontLightSelf 1 +} +Object UTMedBox +{ + Frame "HBOX" { light "MEDBOXLIGHT" } +} +Object ActMedBox +{ + Frame "HBOX" { light "MEDBOXLIGHT" } +} +PointLight HEALTHVIALLIGHT +{ + Color 0.3 0.6 1.0 + Size 20 + Offset 0 12 0 + Attenuate 1 + DontLightSelf 1 +} +Object UTHealthBonus +{ + Frame "VIAL" { light "HEALTHVIALLIGHT" } +} + +PointLight UTCOMPLIGHT +{ + Color 0.3 1.0 0.2 + Size 12 + Offset 0 8 0 + Attenuate 1 +} +Object UTMapRevealer +{ + Frame "TRNS" { light "UTCOMPLIGHT" } +} + +PointLight UTINVISLIGHT +{ + Color 0.3 0.3 0.32 + Size 12 + Offset 0 8 0 + Attenuate 1 +} +Object UTInvisibility +{ + Frame "INVS" { light "UTINVISLIGHT" } +} +Object ActUTInvisibility +{ + Frame "INVS" { light "UTINVISLIGHT" } +} + +PointLight UTVISLIGHT +{ + Color 0.3 0.5 0.8 + Size 30 + Offset 0 24 0 + Attenuate 1 +} +Object UTNightVision +{ + Frame "UKEY" { light "UTVISLIGHT" } +} +Object ActUTNightVision +{ + Frame "UKEY" { light "UTVISLIGHT" } +} + +// Shaders / Brightmaps HardwareShader Texture "models/Jgreen.png" { Shader "shaders/glsl/MeshEnviroMap.fp" @@ -462,16 +703,6 @@ HardwareShader Texture "invis31" { Shader "shaders/glsl/MeshEnviroMap.fp" } -HardwareShader Texture "models/JTranslator1.png" -{ - Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" - Texture "brighttex" "brightmaps/JTranslator1.png" -} -HardwareShader Texture "models/JBigFlash1.png" -{ - Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" - Texture "brighttex" "brightmaps/JBigFlash1.png" -} Brightmap Texture "models/Chunk_a00.png" { Map "brightmaps/Chunk_a00.png" @@ -528,74 +759,51 @@ HardwareShader Texture "models/jbarrel4.png" { Shader "shaders/glsl/AmbientGlow.fp" } -PulseLight "UTRedKeyLight" +HardwareShader Texture "models/shield.png" { - Color 1.0 0.0 0.0 - Size 15 - SecondarySize 20 - Interval 2.0 - Offset 0 16 0 + Shader "shaders/glsl/AmbientGlow.fp" } -PulseLight "UTBlueKeyLight" +HardwareShader Texture "models/JAllMap1_a00.png" { - Color 0.0 0.0 1.0 - Size 15 - SecondarySize 20 - Interval 2.0 - Offset 0 16 0 + Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" + Texture "brighttex" "brightmaps/JAllMap1_a00.png" } -PulseLight "UTGoldKeyLight" +HardwareShader Texture "models/JAllMap1_a01.png" { - Color 1.0 0.8 0.0 - Size 15 - SecondarySize 20 - Interval 2.0 - Offset 0 16 0 + Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" + Texture "brighttex" "brightmaps/JAllMap1_a01.png" } -PulseLight "UTGreenKeyLight" +HardwareShader Texture "models/JAllMap1_a02.png" { - Color 0.0 1.0 0.0 - Size 15 - SecondarySize 20 - Interval 2.0 - Offset 0 16 0 + Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" + Texture "brighttex" "brightmaps/JAllMap1_a02.png" } -Object "UTRedSkull" +HardwareShader Texture "models/JAllMap1_a03.png" { - Frame "USKL" { light "UTRedKeyLight" } + Shader "shaders/glsl/AmbientGlow_Brightmapped.fp" + Texture "brighttex" "brightmaps/JAllMap1_a03.png" } -Object "UTBlueSkull" +HardwareShader Texture "models/JAllMap2.png" { - Frame "USKL" { light "UTBlueKeyLight" } + Shader "shaders/glsl/AmbientGlow.fp" } -Object "UTGoldSkull" +HardwareShader Texture "models/JAllMap3.png" { - Frame "USKL" { light "UTGoldKeyLight" } + Shader "shaders/glsl/AmbientGlow.fp" } -Object "UTRedKey" +HardwareShader Texture "models/GOLD.png" { - Frame "UKEY" { light "UTRedKeyLight" } + Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp" } -Object "UTBlueKey" +HardwareShader Texture "models/s_camera.png" { - Frame "UKEY" { light "UTBlueKeyLight" } + Shader "shaders/glsl/AmbientGlow.fp" } -Object "UTGoldKey" +HardwareShader Texture "models/Effect1.png" { - Frame "UKEY" { light "UTGoldKeyLight" } -} -Object "UTHereticYellowKey" -{ - Frame "UKEY" { light "UTGoldKeyLight" } -} -Object "UTHereticGreenKey" -{ - Frame "UKEY" { light "UTGreenKeyLight" } -} -Object "UTHereticBlueKey" -{ - Frame "UKEY" { light "UTBlueKeyLight" } + Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp" } +// PP shaders HardwareShader PostProcess scene { Name "RedeemerView" @@ -603,6 +811,13 @@ HardwareShader PostProcess scene Texture StaticTexture "textures/static1.png" Uniform float Timer } +HardwareShader PostProcess scene +{ + Name "UTRifleScope" + Shader "shaders/glsl/UTRifleScope.fp" 330 +} + +// Skyboxes SkyBox "KGDaySky" fliptop { "graphics/SkySetB_front.png" @@ -611,4 +826,4 @@ SkyBox "KGDaySky" fliptop "graphics/SkySetB_left.png" "graphics/SkySetB_up.png" "graphics/SkySetB_down.png" -} \ No newline at end of file +} diff --git a/graphics/Blake.png b/graphics/Blake.png index 5b1d0b8..f804069 100644 Binary files a/graphics/Blake.png and b/graphics/Blake.png differ diff --git a/graphics/BordB.png b/graphics/BordB.png new file mode 100644 index 0000000..4ed14ca Binary files /dev/null and b/graphics/BordB.png differ diff --git a/graphics/BordBL.png b/graphics/BordBL.png new file mode 100644 index 0000000..f9fedbd Binary files /dev/null and b/graphics/BordBL.png differ diff --git a/graphics/BordBR.png b/graphics/BordBR.png new file mode 100644 index 0000000..be099dc Binary files /dev/null and b/graphics/BordBR.png differ diff --git a/graphics/BordL.png b/graphics/BordL.png new file mode 100644 index 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100644 index 1f32ca3..0000000 Binary files a/graphics/hud/ItemBelt.png and /dev/null differ diff --git a/graphics/hud/ItemInvl.png b/graphics/hud/ItemInvl.png new file mode 100644 index 0000000..94ac791 Binary files /dev/null and b/graphics/hud/ItemInvl.png differ diff --git a/graphics/hud/ItemLite.png b/graphics/hud/ItemLite.png index 15b082e..8d8f687 100644 Binary files a/graphics/hud/ItemLite.png and b/graphics/hud/ItemLite.png differ diff --git a/graphics/hud/UseAut2.png b/graphics/hud/UseAut2.png new file mode 100644 index 0000000..75271cf Binary files /dev/null and b/graphics/hud/UseAut2.png differ diff --git a/graphics/hud/UseSaw2.png b/graphics/hud/UseSaw2.png index 6cc9cfb..5dd9d0a 100644 Binary files a/graphics/hud/UseSaw2.png and b/graphics/hud/UseSaw2.png differ diff --git a/language.txt b/language.txt index 05de73f..0b78275 100644 --- a/language.txt +++ b/language.txt @@ -39,7 +39,7 @@ I_SHIELDBELT = "You got the Shield Belt."; I_BIOAMMO = "You picked up the Biosludge Ammo."; I_BIOAMMO2 = "You picked up the small Biosludge Ammo."; I_BIORIFLE = "You got the GES BioRifle."; -I_CHAINSAW = "It's been twenty five years since I've seen one of these."; // was five years in UT99 +I_CHAINSAW = "It's been 25 years since I've seen one of these."; // was five years in UT99 I_REDKEY = "You got the Red Key."; I_GREENKEY = "You got the Green Key."; I_BLUEKEY = "You got the Blue Key."; @@ -51,7 +51,7 @@ I_GOLDSKULL = "You got the Gold Skull."; I_ROCKETAMMO = "You picked up a Rocket Pack."; I_ROCKETAMMO2 = "You picked up a Rocket."; I_EIGHTBALL = "You got the Rocket Launcher."; -I_CLIP = "You picked up a Clip."; +I_CLIP = "You picked up some Clips."; I_ENFORCER = "You picked up another Enforcer!"; I_FLAKAMMOL = "You picked up "; I_FLAKAMMOR = " Flak Shells."; @@ -87,6 +87,8 @@ I_TRANSLOCATOR = "You got the Translocator Source Module."; I_WARHEADAMMO = "You picked up a Redeemer Missile."; I_REDEEMER = "You got the Redeemer."; I_CHAINSAWAMMO = "You picked up a Fuel Can."; +I_UTINVUL = "You have Invulnerability!"; +I_UTVISION = "You have Night Vision."; /* Tags */ T_ARMORBONUS = "Armor Bonus"; T_THIGHPADS = "Thigh Pads"; @@ -142,17 +144,21 @@ T_TRANSLOCATOR = "Translocator"; T_WARHEADAMMO = "Redeemer Missile"; T_REDEEMER = "Redeemer"; T_CHAINSAWAMMO = "Chainsaw Fuel"; +T_UTINVUL = "Invulnerability"; +T_UTVISION = "Night Vision"; /* Miscellaneous */ D_SHIELDBELT = "The Shield Belt has depleted."; D_UDAMAGE = "Damage Amplifier has worn off."; D_INVISIBILITY = "Invisibility has worn off."; D_JUMPBOOTS = "The AntiGrav Boots have drained."; D_SEARCHLIGHT = "Searchlight batteries have died."; -N_TBOSS = "Boss"; -N_TMALE1 = "Male Commando"; -N_TMALE2 = "Male Soldier"; -N_TFEMALE1 = "Female Commando"; -N_TFEMALE2 = "Female Soldier"; +D_UTINVUL = "Invulnerability has worn off."; +D_UTVISION = "Night Vision has worn off."; +N_TBOSS = "Xan"; +N_TMALE1 = "Blake"; +N_TMALE2 = "Brock"; +N_TFEMALE1 = "Ivana"; +N_TFEMALE2 = "Lauren"; M_SINGLEROCKETON = "Instant Rocket mode enabled"; M_SINGLEROCKETOFF = "Instant Rocket mode disabled"; M_CLIP = "Clip"; @@ -160,6 +166,9 @@ M_LCLIP = "L Clip"; M_RCLIP = "R Clip"; M_NAME = "Name"; M_HEALTH = "Health"; +M_NOAMMO = "%s has no ammo."; +M_NOAMMO2 = "%s have no ammo."; +M_ISELECT = "%s selected."; /* Menus */ FLAK_BTOP1 = "Standard"; FLAK_BTOP2 = "Beta"; @@ -184,7 +193,6 @@ FLAK_RECOIL = "Visual recoil"; FLAK_RSTRENGTH = "Visual recoil strength"; FLAK_IOPTS = "Item Options"; FLAK_RADBOOTS = "Jump Boots act like Radsuit"; -FLAK_DMSSHOCK = "Allow Enhanced Shock Rifle in DM"; FLAK_TOPTS = "Translocator Options"; FLAK_TLOCBOSS = "Prevent boss telefrag"; FLAK_TLOCAMMO = "Translocator has ammo"; @@ -212,11 +220,14 @@ FLAK_MSOPTS = "Misc Options"; FLAK_UTFOOT = "UT footsteps"; FLAK_BFOOT = "Boss class uses unique footsteps"; FLAK_UBLOD = "UT blood"; -FLAK_UGIB = "[WIP] UT gibbing"; -FLAK_UCORPS = "[WIP] Corpses take damage"; +FLAK_UGIB = "UT-style gibbing for vanilla monsters (unstable)"; +FLAK_UCORPS = "Corpses take damage (unstable)"; FLAK_DTEST = "Edit Kinsie's test map"; FLAK_FSTRENGTH = "Screen flash strength"; FLAK_SAWAMMO = "Chainsaw uses ammo"; +FLAK_ZSHADER = "Sniper scope shader"; +FLAK_ZOOMSND = "Enable zoom sounds"; +FLAK_VARMOR = "Shield Belt removes Armor"; FLAK_TAUNTS = "Taunts"; FLAK_TAUNT1 = "Victory 1"; FLAK_TAUNT2 = "Victory 2"; @@ -260,7 +271,7 @@ I_SHIELDBELT = "Has obtenido el Cinturón Protector."; I_BIOAMMO = "Has recogido la Munición de Biolodo."; I_BIOAMMO2 = "Has recogido la Munición de Biolodo pequeña."; I_BIORIFLE = "Has obtenido el Biorifle GES."; -I_CHAINSAW = "Hace veinticinco años que no veo una de estas."; // was five years in UT99 +I_CHAINSAW = "Hace 25 años que no veo una de estas."; // was five years in UT99 I_REDKEY = "Has obtenido la Llave Roja."; I_GREENKEY = "Has obtenido la Llave Verde."; I_BLUEKEY = "Has obtenido la Llave Azul."; @@ -272,7 +283,7 @@ I_GOLDSKULL = "Has obtenido la Calavera Dorada."; I_ROCKETAMMO = "Has recogido un paquete de Cohetes."; I_ROCKETAMMO2 = "Has recogido un Cohete."; I_EIGHTBALL = "Has obtenido el Lanzacohetes."; -I_CLIP = "Has recogido un Cargador."; +I_CLIP = "Has recogido unos Cargadores."; I_ENFORCER = "¡Has recogido otro Reforzador!"; I_FLAKAMMOL = "Has recogido "; I_FLAKAMMOR = " Proyectiles Antiaéreos."; @@ -308,6 +319,8 @@ I_TRANSLOCATOR = "Has conseguido el Módulo Fuente del Translocalizador."; I_WARHEADAMMO = "Has recogido un Misil de Redentor."; I_REDEEMER = "Has obtenido el Redentor."; I_CHAINSAWAMMO = "Has recogido una Lata de Combustible."; +I_UTINVUL = "Tienes la Invulnerabilidad!"; +I_UTVISION = "Tienes la Visión Nocturna."; /* Tags */ T_ARMORBONUS = "Armadura Extra"; T_THIGHPADS = "Musleras"; @@ -363,17 +376,16 @@ T_TRANSLOCATOR = "Translocalizador"; T_WARHEADAMMO = "Misil de Redentor"; T_REDEEMER = "Redentor"; T_CHAINSAWAMMO = "Combustible de Motosierra"; +T_UTINVUL = "Invulnerabilidad"; +T_UTVISION = "Visión Nocturna"; /* Miscellaneous */ D_SHIELDBELT = "El Cinturón Protector se ha agotado."; D_UDAMAGE = "El Amplificador de Daño ha desaparecido."; D_INVISIBILITY = "La Invisibilidad ha desaparecido."; D_JUMPBOOTS = "Las Botas Antigravedad se han agotado."; D_SEARCHLIGHT = "Las pilas del Faro se han agotado."; -N_TBOSS = "Jefe"; -N_TMALE1 = "Comando Hombre"; -N_TMALE2 = "Soldado Hombre"; -N_TFEMALE1 = "Comando Mujer"; -N_TFEMALE2 = "Soldado Mujer"; +D_UTINVUL = "La Invulnerabilidad ha desaparecido."; +D_UTVISION = "La Visión Nocturna ha desaparecido."; M_SINGLEROCKETON = "Modo de Cohetes Instantáneos activado"; M_SINGLEROCKETOFF = "Modo de Cohetes Instantáneos desactivado"; M_CLIP = "Cargador"; @@ -381,6 +393,9 @@ M_LCLIP = "Cargador Izq."; M_RCLIP = "Cargador Dch."; M_NAME = "Nombre"; M_HEALTH = "Salud"; +M_NOAMMO = "%s no tiene munición."; +M_NOAMMO2 = "%s no tienen munición."; +M_ISELECT = "Seleccionado %s."; /* Menus */ FLAK_BTOP1 = "Estándar"; FLAK_BTOP2 = "Beta"; @@ -405,7 +420,6 @@ FLAK_RECOIL = "Retroceso visual"; FLAK_RSTRENGTH = "Potencia de retroceso visual"; FLAK_IOPTS = "Opciones de Inventario"; FLAK_RADBOOTS = "Botas Antigrav. funcionan como Traje Antirradiación"; -FLAK_DMSSHOCK = "Permitir Rifle de Choque Mejorado en DM"; FLAK_TOPTS = "Opciones de Translocalizador"; FLAK_TLOCBOSS = "Evitar telecarga a jefes"; FLAK_TLOCAMMO = "Translocalizador con munición"; @@ -433,11 +447,14 @@ FLAK_MSOPTS = "Opciones Misceláneas"; FLAK_UTFOOT = "Sonidos de pasos de UT"; FLAK_BFOOT = "La clase Jefe usa sonidos de pasos propios"; FLAK_UBLOD = "Sangre de UT"; -FLAK_UGIB = "[WIP] Vísceras de UT"; -FLAK_UCORPS = "[WIP] Los cadáveres reciben daño"; +FLAK_UGIB = "Vísceras de UT (inestable)"; +FLAK_UCORPS = "Los cadáveres reciben daño (inestable)"; FLAK_DTEST = "Editar mapa de pruebas de Kinsie"; FLAK_FSTRENGTH = "Intensidad de destellos en pantalla"; FLAK_SAWAMMO = "La motosierra usa combustible"; +FLAK_ZSHADER = "Shader de mira de Rifle de Francotirador"; +FLAK_ZOOMSND = "Habilitar sonidos de zoom"; +FLAK_VARMOR = "El Cinturón Protector quita la Armadura"; FLAK_TAUNTS = "Provocaciones"; FLAK_TAUNT1 = "Victoria 1"; FLAK_TAUNT2 = "Victoria 2"; diff --git a/menudef.txt b/menudef.txt index d6acc0b..3d986dc 100644 --- a/menudef.txt +++ b/menudef.txt @@ -28,13 +28,15 @@ OptionMenu "UTOptionMenu" Option "$FLAK_RSWITCH", "flak_noswitchdeemer", "YesNo" Option "$FLAK_CSSHOCK", "flak_classicsshock", "YesNo" Option "$FLAK_SAWAMMO", "flak_sawammo", "YesNo" + Option "$FLAK_ZOOMSND", "flak_zoomsound", "YesNo" + Option "$FLAK_ZSHADER", "flak_zoomshader", "YesNo" Option "$FLAK_RECOIL", "flak_swingers", "YesNo" Slider "$FLAK_RSTRENGTH", "flak_swingerstrength", 0.0, 1.0, 0.1, 1 Slider "$FLAK_FSTRENGTH", "flak_flashstrength", 0.0, 1.0, 0.1, 1 StaticText " " StaticText "$FLAK_IOPTS", "Gold" Option "$FLAK_RADBOOTS", "flak_radboots", "YesNo" - Option "$FLAK_DMSSHOCK", "flak_dmsshock", "YesNo" + Option "$FLAK_VARMOR", "flak_vanillaarmor", "YesNo" StaticText " " StaticText "$FLAK_TOPTS", "Gold" Option "$FLAK_TLOCBOSS", "flak_nobosstelefrag", "YesNo" @@ -99,7 +101,7 @@ OptionMenu "UTCreditsMenu" StaticText "Zard1084, Jonathan Nemo, NekoMithos, 3d0xp0xy", "White" StaticText " " StaticText "$FLAK_CTHANK", "Gold" - StaticText "KynikossDragonn", "White" + StaticText "KynikossDragonn, Raffine52, KeksDose", "White" StaticText " " StaticText "$FLAK_CUT", "Red" StaticText " " diff --git a/modeldef.enforcer b/modeldef.enforcer index 8e766b8..ef988a5 100644 --- a/modeldef.enforcer +++ b/modeldef.enforcer @@ -9,6 +9,21 @@ Model "EClip" FrameIndex ECLP A 0 0 } +Model "EnforcerMag" +{ + Path "models" + Model 0 "UsedMag_d.3d" + Skin 0 "jautot1_.png" + Scale 0.06 0.06 0.072 + ZOffset 1 + USEACTORPITCH + USEACTORROLL + USEROTATIONCENTER + Rotation-Center 0 0 1 + + FrameIndex PCAS A 0 0 +} + Model "UTCasing" { Path "models" @@ -20,7 +35,6 @@ Model "UTCasing" ZOffset 1 USEACTORPITCH USEACTORROLL - DONTCULLBACKFACES USEROTATIONCENTER Rotation-Center 0 0 1 diff --git a/modeldef.flak b/modeldef.flak index 26fb610..3670c4b 100644 --- a/modeldef.flak +++ b/modeldef.flak @@ -182,6 +182,22 @@ Model "FlakChunk" FrameIndex FCH4 L 3 0 } +Model "FlakMag" +{ + Path "models" + Model 0 "UsedFlak_d.3d" + Skin 0 "flak_t_.png" + Scale 0.15 0.3 0.36 + AngleOffset 90 + ZOffset 1 + USEACTORPITCH + USEACTORROLL + USEROTATIONCENTER + Rotation-Center 0 0 1 + + FrameIndex PCAS A 0 0 +} + Model "FlakCannon" { Path "models" diff --git a/modeldef.misc b/modeldef.misc index d917b22..53ad758 100644 --- a/modeldef.misc +++ b/modeldef.misc @@ -4,7 +4,7 @@ Model "UTTeleportFog" Model 0 "Tele2_d.3d" Skin 0 "JTele2_01.png" Scale 0.2 0.2 0.24 - ZOffset 10 + ZOffset 16 DONTCULLBACKFACES FrameIndex TELE A 0 0 @@ -143,12 +143,10 @@ Model "UTHealthBonus" Model "UTArmorBonus" { Path "models" - Model 0 "bossheadm_d.3d" - Skin 0 "bossheadT.png" - Scale 0.06 0.06 0.072 - AngleOffset -90 - RollOffset 12 - ZOffset 5.5 + Model 0 "ubonus_d.3d" + Skin 0 "shield.png" + Scale 0.08 -0.08 0.096 + AngleOffset 90 FrameIndex XANH A 0 0 } @@ -188,18 +186,6 @@ Model "UTShieldBelt" FrameIndex BELT A 0 0 } -Model "ActShieldBelt" -{ - Path "models" - Model 0 "ShieldBeltMeshM_d.3d" - Skin 0 "AUbelt1.png" - Scale 0.1 0.1 0.12 - AngleOffset -90 - ZOffset 4 - - FrameIndex BELT A 0 0 -} - Model "UDamage" { Path "models" @@ -330,12 +316,11 @@ Model "UTHereticBlueKey" Model "UTBackpack" { Path "models" - Model 0 "Backpack2_d.3d" // cheaply edited out of SelectionMale1 (offsets weren't even readjusted, so I have to do it here) + Model 0 "Backpack2_d.3d" // edited out of SelectionMale1 Skin 0 "bpak.png" - Offset -15.795 13.1625 -16 // calculating the X and Y offsets was hard, but I'm glad I added the "estimated center" feature in umeshinfo now - Scale 0.36 0.3 0.3 - AngleOffset 90 - RollOffset -90 + ZOffset 16 + Scale 0.3 0.3 0.36 + AngleOffset -90 ROTATING FrameIndex BPAK A 0 0 @@ -365,7 +350,7 @@ Model "UTInvisibilityX" FrameIndex INVS A 0 0 } -Model "ActInvisibility" +Model "ActUTInvisibility" { Path "models" Model 0 "invis2M_d.3d" @@ -380,12 +365,21 @@ Model "ActInvisibility" Model "UTMapRevealer" { Path "models" - Model 0 "TranslatorMesh_d.3d" - Skin 0 "JTranslator1.png" - Scale 0.08 0.08 0.096 - ZOffset 4 + Model 0 "cheapcomp_d.3d" + SurfaceSkin 0 1 "JAllMap2.png" + SurfaceSkin 0 2 "JAllMap3.png" + Scale 0.04 0.04 0.048 + ZOffset 3 + AngleOffset 90 + SurfaceSkin 0 0 "JAllMap1_a00.png" FrameIndex TRNS A 0 0 + SurfaceSkin 0 0 "JAllMap1_a01.png" + FrameIndex TRNS B 0 0 + SurfaceSkin 0 0 "JAllMap1_a02.png" + FrameIndex TRNS C 0 0 + SurfaceSkin 0 0 "JAllMap1_a03.png" + FrameIndex TRNS D 0 0 } Model "UTJumpBoots" @@ -410,30 +404,6 @@ Model "ActJumpBoots" FrameIndex JBUT A 0 0 } -Model "Searchlight" -{ - Path "models" - Model 0 "BigFlash_d.3d" - Skin 0 "JBigFlash1.png" - Scale 0.07 0.07 0.084 - AngleOffset -90 - ZOffset 9 - - FrameIndex SLIT A 0 0 -} - -Model "ActSearchlight" -{ - Path "models" - Model 0 "BigFlash_d.3d" - Skin 0 "JBigFlash1.png" - Scale 0.07 0.07 0.084 - AngleOffset -90 - ZOffset 9 - - FrameIndex SLIT A 0 0 -} - Model "UTChip" { Path "models" @@ -450,4 +420,458 @@ Model "UTChip" FrameIndex CHIP B 0 1 FrameIndex CHIP C 0 2 FrameIndex CHIP D 0 3 -} \ No newline at end of file +} + +Model "UTInvulnerability" +{ + Path "models" + Model 0 "U_d.3d" + Skin 0 "GOLD.png" + Scale 0.15 0.15 0.18 + ZOffset 24 + ROTATING + + FrameIndex UKEY A 0 0 +} + +Model "ActUTInvulnerability" +{ + Path "models" + Model 0 "U_d.3d" + Skin 0 "GOLD.png" + Scale 0.15 0.15 0.18 + ZOffset 24 + ROTATING + + FrameIndex UKEY A 0 0 +} + +Model "UTNightVision" +{ + Path "models" + Model 0 "VisionM_d.3d" + SurfaceSkin 0 0 "s_camera.png" + Scale 0.15 0.15 0.18 + ZOffset 24 + ROTATING + + FrameIndex UKEY A 0 0 +} + +Model "ActUTNightVision" +{ + Path "models" + Model 0 "VisionM_d.3d" + SurfaceSkin 0 0 "s_camera.png" + Scale 0.15 0.15 0.18 + ZOffset 24 + ROTATING + + FrameIndex UKEY A 0 0 +} + +Model "UTNightVisionX" +{ + Path "models" + Model 0 "VisionM_d.3d" + SurfaceSkin 0 1 "Effect1.png" + Scale 0.15 0.15 0.18 + ZOffset 24 + ROTATING + DONTCULLBACKFACES + + FrameIndex UKEY A 0 0 +} + +Model "WaterRing" +{ + Path "models" + Model 0 "RingEx_d.3d" + Skin 0 "WetRing.png" + Scale 1.0 1.0 1.2 + ZOffset 1 + DONTCULLBACKFACES + USEACTORPITCH + USEACTORROLL + + FrameIndex RNGX A 0 0 + FrameIndex RNGX B 0 1 + FrameIndex RNGX C 0 2 + FrameIndex RNGX D 0 3 + FrameIndex RNGX E 0 4 + FrameIndex RNGX F 0 5 +} +Model "UTWaterSplash" +{ + Path "models" + Model 0 "WaterImpactM_d.3d" + Skin 0 "splash_water.png" + Scale 0.16 0.16 0.192 + USEACTORPITCH + USEACTORROLL + DONTCULLBACKFACES + + FrameIndex SPSH A 0 1 + FrameIndex SPSH B 0 2 + FrameIndex SPSH C 0 3 + FrameIndex SPSH D 0 4 + FrameIndex SPSH E 0 5 + FrameIndex SPSH F 0 6 + FrameIndex SPSH G 0 7 + FrameIndex SPSH H 0 8 + FrameIndex SPSH I 0 9 + FrameIndex SPSH J 0 10 + FrameIndex SPSH K 0 11 + FrameIndex SPSH L 0 12 + FrameIndex SPSH M 0 13 + FrameIndex SPSH N 0 14 + FrameIndex SPSH O 0 15 + FrameIndex SPSH P 0 16 + FrameIndex SPSH Q 0 17 + FrameIndex SPSH R 0 18 + FrameIndex SPSH S 0 19 + FrameIndex SPSH T 0 20 + FrameIndex SPSH U 0 21 + FrameIndex SPSH V 0 22 + FrameIndex SPSH W 0 23 + FrameIndex SPSH X 0 24 + FrameIndex SPSH Y 0 25 + FrameIndex SPSH Z 0 26 +} +Model "UTWaterSplish" +{ + Path "models" + Model 0 "WaterImpactM_d.3d" + Skin 0 "splash_water.png" + Scale 0.1 0.1 0.12 + USEACTORPITCH + USEACTORROLL + DONTCULLBACKFACES + + FrameIndex SPSH A 0 1 + FrameIndex SPSH B 0 2 + FrameIndex SPSH C 0 3 + FrameIndex SPSH D 0 4 + FrameIndex SPSH E 0 5 + FrameIndex SPSH F 0 6 + FrameIndex SPSH G 0 7 + FrameIndex SPSH H 0 8 + FrameIndex SPSH I 0 9 + FrameIndex SPSH J 0 10 + FrameIndex SPSH K 0 11 + FrameIndex SPSH L 0 12 + FrameIndex SPSH M 0 13 + FrameIndex SPSH N 0 14 + FrameIndex SPSH O 0 15 + FrameIndex SPSH P 0 16 + FrameIndex SPSH Q 0 17 + FrameIndex SPSH R 0 18 + FrameIndex SPSH S 0 19 + FrameIndex SPSH T 0 20 + FrameIndex SPSH U 0 21 + FrameIndex SPSH V 0 22 + FrameIndex SPSH W 0 23 + FrameIndex SPSH X 0 24 + FrameIndex SPSH Y 0 25 + FrameIndex SPSH Z 0 26 +} + +Model "UTBloodSplash" +{ + Path "models" + Model 0 "WaterImpactM_d.3d" + Skin 0 "splash_blood.png" + Scale 0.16 0.16 0.192 + USEACTORPITCH + USEACTORROLL + DONTCULLBACKFACES + + FrameIndex SPSH A 0 1 + FrameIndex SPSH B 0 2 + FrameIndex SPSH C 0 3 + FrameIndex SPSH D 0 4 + FrameIndex SPSH E 0 5 + FrameIndex SPSH F 0 6 + FrameIndex SPSH G 0 7 + FrameIndex SPSH H 0 8 + FrameIndex SPSH I 0 9 + FrameIndex SPSH J 0 10 + FrameIndex SPSH K 0 11 + FrameIndex SPSH L 0 12 + FrameIndex SPSH M 0 13 + FrameIndex SPSH N 0 14 + FrameIndex SPSH O 0 15 + FrameIndex SPSH P 0 16 + FrameIndex SPSH Q 0 17 + FrameIndex SPSH R 0 18 + FrameIndex SPSH S 0 19 + FrameIndex SPSH T 0 20 + FrameIndex SPSH U 0 21 + FrameIndex SPSH V 0 22 + FrameIndex SPSH W 0 23 + FrameIndex SPSH X 0 24 + FrameIndex SPSH Y 0 25 + FrameIndex SPSH Z 0 26 +} +Model "UTBloodSplish" +{ + Path "models" + Model 0 "WaterImpactM_d.3d" + Skin 0 "splash_blood.png" + Scale 0.1 0.1 0.12 + USEACTORPITCH + USEACTORROLL + DONTCULLBACKFACES + + FrameIndex SPSH A 0 1 + FrameIndex SPSH B 0 2 + FrameIndex SPSH C 0 3 + FrameIndex SPSH D 0 4 + FrameIndex SPSH E 0 5 + FrameIndex SPSH F 0 6 + FrameIndex SPSH G 0 7 + FrameIndex SPSH H 0 8 + FrameIndex SPSH I 0 9 + FrameIndex SPSH J 0 10 + FrameIndex SPSH K 0 11 + FrameIndex SPSH L 0 12 + FrameIndex SPSH M 0 13 + FrameIndex SPSH N 0 14 + FrameIndex SPSH O 0 15 + FrameIndex SPSH P 0 16 + FrameIndex SPSH Q 0 17 + FrameIndex SPSH R 0 18 + FrameIndex SPSH S 0 19 + FrameIndex SPSH T 0 20 + FrameIndex SPSH U 0 21 + FrameIndex SPSH V 0 22 + FrameIndex SPSH W 0 23 + FrameIndex SPSH X 0 24 + FrameIndex SPSH Y 0 25 + FrameIndex SPSH Z 0 26 +} + +Model "UTSlimeSplash" +{ + Path "models" + Model 0 "WaterImpactM_d.3d" + Skin 0 "splash_sludge.png" + Scale 0.16 0.16 0.192 + USEACTORPITCH + USEACTORROLL + DONTCULLBACKFACES + + FrameIndex SPSH A 0 1 + FrameIndex SPSH B 0 2 + FrameIndex SPSH C 0 3 + FrameIndex SPSH D 0 4 + FrameIndex SPSH E 0 5 + FrameIndex SPSH F 0 6 + FrameIndex SPSH G 0 7 + FrameIndex SPSH H 0 8 + FrameIndex SPSH I 0 9 + FrameIndex SPSH J 0 10 + FrameIndex SPSH K 0 11 + FrameIndex SPSH L 0 12 + FrameIndex SPSH M 0 13 + FrameIndex SPSH N 0 14 + FrameIndex SPSH O 0 15 + FrameIndex SPSH P 0 16 + FrameIndex SPSH Q 0 17 + FrameIndex SPSH R 0 18 + FrameIndex SPSH S 0 19 + FrameIndex SPSH T 0 20 + FrameIndex SPSH U 0 21 + FrameIndex SPSH V 0 22 + FrameIndex SPSH W 0 23 + FrameIndex SPSH X 0 24 + FrameIndex SPSH Y 0 25 + FrameIndex SPSH Z 0 26 +} +Model "UTSlimeSplish" +{ + Path "models" + Model 0 "WaterImpactM_d.3d" + Skin 0 "splash_sludge.png" + Scale 0.1 0.1 0.12 + USEACTORPITCH + USEACTORROLL + DONTCULLBACKFACES + + FrameIndex SPSH A 0 1 + FrameIndex SPSH B 0 2 + FrameIndex SPSH C 0 3 + FrameIndex SPSH D 0 4 + FrameIndex SPSH E 0 5 + FrameIndex SPSH F 0 6 + FrameIndex SPSH G 0 7 + FrameIndex SPSH H 0 8 + FrameIndex SPSH I 0 9 + FrameIndex SPSH J 0 10 + FrameIndex SPSH K 0 11 + FrameIndex SPSH L 0 12 + FrameIndex SPSH M 0 13 + FrameIndex SPSH N 0 14 + FrameIndex SPSH O 0 15 + FrameIndex SPSH P 0 16 + FrameIndex SPSH Q 0 17 + FrameIndex SPSH R 0 18 + FrameIndex SPSH S 0 19 + FrameIndex SPSH T 0 20 + FrameIndex SPSH U 0 21 + FrameIndex SPSH V 0 22 + FrameIndex SPSH W 0 23 + FrameIndex SPSH X 0 24 + FrameIndex SPSH Y 0 25 + FrameIndex SPSH Z 0 26 +} + +Model "UTNukageSplash" +{ + Path "models" + Model 0 "WaterImpactM_d.3d" + Skin 0 "splash_nukage.png" + Scale 0.16 0.16 0.192 + USEACTORPITCH + USEACTORROLL + DONTCULLBACKFACES + + FrameIndex SPSH A 0 1 + FrameIndex SPSH B 0 2 + FrameIndex SPSH C 0 3 + FrameIndex SPSH D 0 4 + FrameIndex SPSH E 0 5 + FrameIndex SPSH F 0 6 + FrameIndex SPSH G 0 7 + FrameIndex SPSH H 0 8 + FrameIndex SPSH I 0 9 + FrameIndex SPSH J 0 10 + FrameIndex SPSH K 0 11 + FrameIndex SPSH L 0 12 + FrameIndex SPSH M 0 13 + FrameIndex SPSH N 0 14 + FrameIndex SPSH O 0 15 + FrameIndex SPSH P 0 16 + FrameIndex SPSH Q 0 17 + FrameIndex SPSH R 0 18 + FrameIndex SPSH S 0 19 + FrameIndex SPSH T 0 20 + FrameIndex SPSH U 0 21 + FrameIndex SPSH V 0 22 + FrameIndex SPSH W 0 23 + FrameIndex SPSH X 0 24 + FrameIndex SPSH Y 0 25 + FrameIndex SPSH Z 0 26 +} +Model "UTNukageSplish" +{ + Path "models" + Model 0 "WaterImpactM_d.3d" + Skin 0 "splash_nukage.png" + Scale 0.1 0.1 0.12 + USEACTORPITCH + USEACTORROLL + DONTCULLBACKFACES + + FrameIndex SPSH A 0 1 + FrameIndex SPSH B 0 2 + FrameIndex SPSH C 0 3 + FrameIndex SPSH D 0 4 + FrameIndex SPSH E 0 5 + FrameIndex SPSH F 0 6 + FrameIndex SPSH G 0 7 + FrameIndex SPSH H 0 8 + FrameIndex SPSH I 0 9 + FrameIndex SPSH J 0 10 + FrameIndex SPSH K 0 11 + FrameIndex SPSH L 0 12 + FrameIndex SPSH M 0 13 + FrameIndex SPSH N 0 14 + FrameIndex SPSH O 0 15 + FrameIndex SPSH P 0 16 + FrameIndex SPSH Q 0 17 + FrameIndex SPSH R 0 18 + FrameIndex SPSH S 0 19 + FrameIndex SPSH T 0 20 + FrameIndex SPSH U 0 21 + FrameIndex SPSH V 0 22 + FrameIndex SPSH W 0 23 + FrameIndex SPSH X 0 24 + FrameIndex SPSH Y 0 25 + FrameIndex SPSH Z 0 26 +} + +Model "UTLavaSplash" +{ + Path "models" + Model 0 "WaterImpactM_d.3d" + Skin 0 "splash_lava.png" + Scale 0.16 0.16 0.192 + USEACTORPITCH + USEACTORROLL + DONTCULLBACKFACES + + FrameIndex SPSH A 0 1 + FrameIndex SPSH B 0 2 + FrameIndex SPSH C 0 3 + FrameIndex SPSH D 0 4 + FrameIndex SPSH E 0 5 + FrameIndex SPSH F 0 6 + FrameIndex SPSH G 0 7 + FrameIndex SPSH H 0 8 + FrameIndex SPSH I 0 9 + FrameIndex SPSH J 0 10 + FrameIndex SPSH K 0 11 + FrameIndex SPSH L 0 12 + FrameIndex SPSH M 0 13 + FrameIndex SPSH N 0 14 + FrameIndex SPSH O 0 15 + FrameIndex SPSH P 0 16 + FrameIndex SPSH Q 0 17 + FrameIndex SPSH R 0 18 + FrameIndex SPSH S 0 19 + FrameIndex SPSH T 0 20 + FrameIndex SPSH U 0 21 + FrameIndex SPSH V 0 22 + FrameIndex SPSH W 0 23 + FrameIndex SPSH X 0 24 + FrameIndex SPSH Y 0 25 + FrameIndex SPSH Z 0 26 +} +Model "UTLavaSplish" +{ + Path "models" + Model 0 "WaterImpactM_d.3d" + Skin 0 "splash_lava.png" + Scale 0.1 0.1 0.12 + USEACTORPITCH + USEACTORROLL + DONTCULLBACKFACES + + FrameIndex SPSH A 0 1 + FrameIndex SPSH B 0 2 + FrameIndex SPSH C 0 3 + FrameIndex SPSH D 0 4 + FrameIndex SPSH E 0 5 + FrameIndex SPSH F 0 6 + FrameIndex SPSH G 0 7 + FrameIndex SPSH H 0 8 + FrameIndex SPSH I 0 9 + FrameIndex SPSH J 0 10 + FrameIndex SPSH K 0 11 + FrameIndex SPSH L 0 12 + FrameIndex SPSH M 0 13 + FrameIndex SPSH N 0 14 + FrameIndex SPSH O 0 15 + FrameIndex SPSH P 0 16 + FrameIndex SPSH Q 0 17 + FrameIndex SPSH R 0 18 + FrameIndex SPSH S 0 19 + FrameIndex SPSH T 0 20 + FrameIndex SPSH U 0 21 + FrameIndex SPSH V 0 22 + FrameIndex SPSH W 0 23 + FrameIndex SPSH X 0 24 + FrameIndex SPSH Y 0 25 + FrameIndex SPSH Z 0 26 +} diff --git a/modeldef.pulse b/modeldef.pulse index 830f162..9ccc8db 100644 --- a/modeldef.pulse +++ b/modeldef.pulse @@ -55,6 +55,21 @@ Model "StarterBolt" FrameIndex PBLT E 0 0 } +Model "PulseMag" +{ + Path "models" + Model 0 "UsedPulse_d.3d" + Skin 0 "JPulseGun_02.png" + Scale 0.2 0.2 0.24 + ZOffset 2 + USEACTORPITCH + USEACTORROLL + USEROTATIONCENTER + Rotation-Center 0 0 2 + + FrameIndex PCAS A 0 0 +} + Model "PulseGun" { Path "models" diff --git a/models/Backpack2_a.3d b/models/Backpack2_a.3d index dfc4172..c5e8209 100644 Binary files a/models/Backpack2_a.3d and b/models/Backpack2_a.3d differ diff --git a/models/Backpack2_d.3d b/models/Backpack2_d.3d index b14df30..8a2b394 100644 Binary files a/models/Backpack2_d.3d and b/models/Backpack2_d.3d differ diff --git a/models/BigFlash_a.3d b/models/BigFlash_a.3d deleted file mode 100644 index 41f3c72..0000000 Binary files a/models/BigFlash_a.3d and /dev/null differ diff --git a/models/BigFlash_d.3d b/models/BigFlash_d.3d deleted file mode 100644 index abb3c4a..0000000 Binary files a/models/BigFlash_d.3d and /dev/null differ diff --git a/models/CheapComp_a.3d b/models/CheapComp_a.3d new file mode 100644 index 0000000..d8ecb79 Binary files /dev/null and b/models/CheapComp_a.3d differ diff --git a/models/CheapComp_d.3d b/models/CheapComp_d.3d new file mode 100644 index 0000000..346b8cc Binary files /dev/null and b/models/CheapComp_d.3d 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100644 index 0000000..58becbe Binary files /dev/null and b/music/Course.it differ diff --git a/palettes/ExplGreen.pal b/palettes/ExplGreen.pal new file mode 100644 index 0000000..27af831 Binary files /dev/null and b/palettes/ExplGreen.pal differ diff --git a/palettes/ExplSShock.pal b/palettes/ExplSShock.pal new file mode 100644 index 0000000..d27450a Binary files /dev/null and b/palettes/ExplSShock.pal differ diff --git a/palettes/ExplShock.pal b/palettes/ExplShock.pal new file mode 100644 index 0000000..5e70e0b Binary files /dev/null and b/palettes/ExplShock.pal differ diff --git a/palettes/Explosion.pal b/palettes/Explosion.pal new file mode 100644 index 0000000..9487e05 Binary files /dev/null and b/palettes/Explosion.pal differ diff --git a/shaders/glsl/UTRifleScope.fp b/shaders/glsl/UTRifleScope.fp new file mode 100644 index 0000000..879e3c1 --- /dev/null +++ b/shaders/glsl/UTRifleScope.fp @@ -0,0 +1,14 @@ +void main() +{ + vec2 uv = TexCoord.st; + vec3 base = texture(InputTexture,uv).rgb; + vec2 p = vec2(.5)-uv; + vec2 sz = textureSize(InputTexture,0); + if ( sz.x > sz.y ) p.x *= sz.x/sz.y; + else p.y *= sz.y/sz.x; + vec3 col = texture(InputTexture,uv+p*pow(length(p),8.)*40.).rgb; + col = mix(col,max(col.r,max(col.g,col.b))*vec3(.2,.7,1.),vec3(.3)); + float fade = 1.-clamp(pow(length(p)*2.,16.),0.,1.); + col *= fade; + FragColor = vec4(mix(base*.1,col,vec3(fade)),1.); +} diff --git a/sndinfo.txt b/sndinfo.txt index f437e5b..8421447 100644 --- a/sndinfo.txt +++ b/sndinfo.txt @@ -8,7 +8,7 @@ $random ut/maledie { ut/maledie1 ut/maledie2 ut/maledie3 } ut/malexdie1 deathc51 ut/malexdie2 deathc52 ut/malexdie3 deathc53 -$random ut/malexdie { ut/malexdie1 ut/malexdie2 ut/malexdie3 } +$random ut/malexdie { ut/malexdie1 ut/malexdie3 } ut/gibp newgib ut/malepain1 injurl2 ut/malepain2 injurl04 @@ -48,6 +48,7 @@ $playeralias tmale1 neutral *usefail ut/malehump1 $playeralias tmale1 neutral *surface ut/malesurface $playeralias tmale1 neutral *gasp ut/malegasp +$playeralias tmale1 neutral *death-decapitated ut/malexdie2 $playeralias tmale1 neutral *death-drowning ut/maledrowned $playeralias tmale1 neutral *xdeath-drowning ut/maledrowned $playeralias tmale1 neutral *pain100-drowning ut/maledrowning @@ -81,7 +82,7 @@ ut/femaledie1 decap01 ut/femaledie2 death1d ut/femaledie3 death2a ut/femaledie4 death3c -$random ut/femaledie { ut/femaledie1 ut/femaledie2 ut/femaledie3 } +$random ut/femaledie { ut/femaledie4 ut/femaledie2 ut/femaledie3 } ut/femalexdie1 death41 ut/femalexdie2 death42 $random ut/femalexdie { ut/femalexdie1 ut/femalexdie2 } @@ -112,6 +113,7 @@ $playeralias tfemale neutral *usefail ut/femalegrunt $playeralias tfemale neutral *surface ut/femalesurf $playeralias tfemale neutral *gasp ut/femalegasp +$playeralias tfemale neutral *death-decapitated ut/femaledie1 $playeralias tfemale neutral *death-drowning ut/femaledrowned $playeralias tfemale neutral *xdeath-drowning ut/femaledrowned $playeralias tfemale neutral *pain100-drowning ut/femaledrowning @@ -131,9 +133,9 @@ ut/bosspain1 binjur1 ut/bosspain2 binjur2 ut/bosspain3 binjur3 ut/bosspain4 binjur4 -ut/bossgrunt bland01 +ut/bossgrunt blland01 +ut/bossland bland01 ut/bossjump bjump1 -ut/bosshump bjump1 $playeralias tboss neutral *death ut/bossdie $playeralias tboss neutral *xdeath ut/bossxdie @@ -144,9 +146,9 @@ $playeralias tboss neutral *pain50 ut/bosspain3 $playeralias tboss neutral *pain25 ut/bosspain4 $playeralias tboss neutral *grunt ut/bossgrunt $playeralias tboss neutral *land DSEMPTY -$playeralias tboss neutral *uland ut/land +$playeralias tboss neutral *uland ut/bossland $playeralias tboss neutral *jump ut/bossjump -$playeralias tboss neutral *usefail ut/bosshump +$playeralias tboss neutral *usefail ut/bossgrunt $playeralias tboss neutral *surface ut/malesurf $playeralias tboss neutral *gasp ut/malegasp @@ -164,15 +166,34 @@ $random ut/playerfootstep { ut/playerfootstep1 ut/playerfootstep2 ut/playerfoots ut/bossfootstep bfootstp +// fluid sounds + ut/playerfootstepwet lsplash ut/wetsplash dsplash ut/wetsurface wtrexit1 +ut/underwater uwater1a + +ut/playerfootstepslime dsslime1 +ut/slimesplash goopj1 +ut/slimesurface goope1 +ut/underslime ugoop1 + +ut/playerfootsteplava dslava1 +ut/lavasplash goopj1 +ut/lavasurface goope1 +ut/underlava ulava1 +ut/lavaex expl04 + +ut/playerfootstepnitro lsplash +ut/nitrosplash dsplash +ut/nitrosurface wtrexit1 +ut/undernitro ulnitro1 // everything else misc/secret capsound misc/i_pkup ammopick -misc/k_pkup ammosnd +misc/k_pkup cntrlsnd misc/w_pkup weaponpk misc/p_pkup genpicks misc/spawn respsnd2 @@ -184,6 +205,7 @@ misc/ut_heal uthealth $volume misc/ut_heal 0.7 // a bit too loud otherwise misc/ut_shard shardpck misc/ut_armor armorut +misc/hud_sel swclick belt/pickup beltsnd belt/absorb sbelthe2 boot/pickup bootsnd @@ -193,8 +215,6 @@ udamage/pickup amppckup udamage/fire1 ampfire udamage/fire2 ampfire2 udamage/drain ampout -trans/pickup voicesnd -lite/pickup fshlite1 misc/gibbed1 gib1 misc/gibbed2 gib2 misc/gibbed3 gib3 @@ -230,8 +250,12 @@ enforcer/select cocking enforcer/shoot e_shot enforcer/reload reload enforcer/click click +enforcer/bounce clipb +$volume enforcer/bounce 0.5 +$attenuation enforcer/bounce 3 bullet/casing shell2 +$attenuation bullet/casing 2 bullet/hit1 impact1 bullet/hit2 impact2 $random bullet/hit { bullet/hit1 bullet/hit2 } @@ -287,6 +311,9 @@ flak/bounce3 hit3 $random flak/bounce { flak/bounce1 flak/bounce2 flak/bounce3 } $limit flak/bounce 64 flak/explode expl04 +flak/sbounce chnkhit1 +$volume flak/sbounce 0.5 +$attenuation flak/sbounce 3 utrl/select selectin utrl/rotate barrelmv @@ -301,6 +328,8 @@ utrl/bounce hit1 sniper/select riflepck sniper/fire sniperf +sniper/zoomup zoomup +sniper/zoomdown zoomdown warhead/explode warexplo warhead/fly warfly @@ -312,3 +341,9 @@ testamb/lava lava31 testamb/water trickle1 testamb/wind1 wind21 testamb/wind2 wind23 + +uinvul/pickup invlpick +uinvul/hit invlhit +uinvul/drain invlout + +uvision/pickup visions diff --git a/sounds/Blland01.ogg b/sounds/Blland01.ogg new file mode 100644 index 0000000..c4c3781 Binary files /dev/null and b/sounds/Blland01.ogg differ diff --git a/sounds/ChnkHit1.ogg b/sounds/ChnkHit1.ogg new file mode 100644 index 0000000..9642dff Binary files /dev/null and b/sounds/ChnkHit1.ogg differ diff --git a/sounds/CntrlSnd.ogg b/sounds/CntrlSnd.ogg new file mode 100644 index 0000000..3cfeb5e Binary files /dev/null and b/sounds/CntrlSnd.ogg differ diff --git a/sounds/FSHLITE1.ogg b/sounds/FSHLITE1.ogg deleted file mode 100644 index 0a88291..0000000 Binary files a/sounds/FSHLITE1.ogg and /dev/null differ diff --git a/sounds/GoopE1.ogg b/sounds/GoopE1.ogg new file mode 100644 index 0000000..e433d21 Binary files /dev/null and b/sounds/GoopE1.ogg differ diff --git a/sounds/GoopJ1.ogg b/sounds/GoopJ1.ogg new file mode 100644 index 0000000..3f09849 Binary files /dev/null and b/sounds/GoopJ1.ogg differ diff --git a/sounds/InvlHit.ogg b/sounds/InvlHit.ogg new file mode 100644 index 0000000..1238e80 Binary files /dev/null and b/sounds/InvlHit.ogg differ diff --git a/sounds/InvlOut.ogg b/sounds/InvlOut.ogg new file mode 100644 index 0000000..d66c34b Binary files /dev/null and b/sounds/InvlOut.ogg differ diff --git a/sounds/InvlPick.ogg b/sounds/InvlPick.ogg new file mode 100644 index 0000000..e63b78c Binary files /dev/null and b/sounds/InvlPick.ogg differ diff --git a/sounds/RcktFly1.ogg b/sounds/RcktFly1.ogg index 183f936..843cc69 100644 Binary files a/sounds/RcktFly1.ogg and b/sounds/RcktFly1.ogg differ diff --git a/sounds/SWClick.ogg b/sounds/SWClick.ogg new file mode 100644 index 0000000..b81e147 Binary files /dev/null and b/sounds/SWClick.ogg differ diff --git a/sounds/VisionS.ogg b/sounds/VisionS.ogg new file mode 100644 index 0000000..4843e0d Binary files /dev/null and b/sounds/VisionS.ogg differ diff --git a/sounds/VoiceSnd.ogg b/sounds/VoiceSnd.ogg deleted file mode 100644 index 68cde5e..0000000 Binary files a/sounds/VoiceSnd.ogg and /dev/null differ diff --git a/sounds/clipb.ogg b/sounds/clipb.ogg new file mode 100644 index 0000000..823980a Binary files /dev/null and b/sounds/clipb.ogg differ diff --git a/sounds/dslava1.ogg b/sounds/dslava1.ogg new file mode 100644 index 0000000..2cf61fb Binary files /dev/null and b/sounds/dslava1.ogg differ diff --git a/sounds/dsslime1.ogg b/sounds/dsslime1.ogg new file mode 100644 index 0000000..7a345b5 Binary files /dev/null and b/sounds/dsslime1.ogg differ diff --git a/sounds/uGoop1.ogg b/sounds/uGoop1.ogg new file mode 100644 index 0000000..8c3f109 Binary files /dev/null and b/sounds/uGoop1.ogg differ diff --git a/sounds/uLNitro1.ogg b/sounds/uLNitro1.ogg new file mode 100644 index 0000000..36e3b38 Binary files /dev/null and b/sounds/uLNitro1.ogg differ diff --git a/sounds/uLava1.ogg b/sounds/uLava1.ogg new file mode 100644 index 0000000..9a971d3 Binary files /dev/null and b/sounds/uLava1.ogg differ diff --git a/sounds/uWater1a.ogg b/sounds/uWater1a.ogg new file mode 100644 index 0000000..a72de5c Binary files /dev/null and b/sounds/uWater1a.ogg differ diff --git a/sounds/zoomDOWN.ogg b/sounds/zoomDOWN.ogg new file mode 100644 index 0000000..d9a952b Binary files /dev/null and b/sounds/zoomDOWN.ogg differ diff --git a/sounds/zoomUP.ogg b/sounds/zoomUP.ogg new file mode 100644 index 0000000..18d3efd Binary files /dev/null and b/sounds/zoomUP.ogg differ diff --git a/sprites/DBEFA0.png b/sprites/DBEFA0.png new file mode 100644 index 0000000..528c159 Binary files /dev/null and b/sprites/DBEFA0.png differ diff --git a/sprites/FEXPA0.png b/sprites/FEXPA0.png new file mode 100644 index 0000000..5ccfcc1 Binary files /dev/null and b/sprites/FEXPA0.png differ diff --git a/sprites/FEXPB0.png b/sprites/FEXPB0.png new file mode 100644 index 0000000..ec63a0d Binary files /dev/null and b/sprites/FEXPB0.png differ diff --git a/sprites/FEXPC0.png b/sprites/FEXPC0.png new file mode 100644 index 0000000..28d2e0e Binary files /dev/null and b/sprites/FEXPC0.png differ diff --git a/sprites/FEXPD0.png b/sprites/FEXPD0.png new file mode 100644 index 0000000..1de21d1 Binary files /dev/null and b/sprites/FEXPD0.png differ diff --git a/sprites/FEXPE0.png b/sprites/FEXPE0.png new file mode 100644 index 0000000..8f372f9 Binary files /dev/null and b/sprites/FEXPE0.png differ diff --git a/sprites/FEXPF0.png b/sprites/FEXPF0.png new file mode 100644 index 0000000..6f65056 Binary files /dev/null and b/sprites/FEXPF0.png differ diff --git a/sprites/FEXPG0.png b/sprites/FEXPG0.png new file mode 100644 index 0000000..69c3ac8 Binary files /dev/null and b/sprites/FEXPG0.png differ diff --git a/sprites/FEXPH0.png b/sprites/FEXPH0.png new file mode 100644 index 0000000..b6d9481 Binary files /dev/null and b/sprites/FEXPH0.png differ diff --git a/sprites/FEXPI0.png b/sprites/FEXPI0.png new file mode 100644 index 0000000..a97bcfb Binary files /dev/null and b/sprites/FEXPI0.png differ diff --git a/sprites/FEXPJ0.png b/sprites/FEXPJ0.png new file mode 100644 index 0000000..d89924c Binary files /dev/null and b/sprites/FEXPJ0.png differ diff --git a/sprites/TPEFA0.png b/sprites/TPEFA0.png new file mode 100644 index 0000000..d477e75 Binary files /dev/null and b/sprites/TPEFA0.png differ diff --git a/sprites/UTFLA0.png b/sprites/UTFLA0.png new file mode 100644 index 0000000..f0e283c Binary files /dev/null and b/sprites/UTFLA0.png differ diff --git a/sprites/UTFLB0.png b/sprites/UTFLB0.png new file mode 100644 index 0000000..1a01e08 Binary files /dev/null and b/sprites/UTFLB0.png differ diff --git a/sprites/UTFLC0.png b/sprites/UTFLC0.png new file mode 100644 index 0000000..c2454b3 Binary files /dev/null and b/sprites/UTFLC0.png differ diff --git a/sprites/UTFLD0.png b/sprites/UTFLD0.png new file mode 100644 index 0000000..1e46fc3 Binary files /dev/null and b/sprites/UTFLD0.png differ diff --git a/sprites/UTFLE0.png b/sprites/UTFLE0.png new file mode 100644 index 0000000..fc98a8c Binary files /dev/null and b/sprites/UTFLE0.png differ diff --git a/sprites/UTFLF0.png b/sprites/UTFLF0.png new file mode 100644 index 0000000..5d15eba Binary files /dev/null and b/sprites/UTFLF0.png differ diff --git a/sprites/UTFLG0.png b/sprites/UTFLG0.png new file mode 100644 index 0000000..d167068 Binary files /dev/null and b/sprites/UTFLG0.png differ diff --git a/sprites/UTFLH0.png b/sprites/UTFLH0.png new file mode 100644 index 0000000..29fcd83 Binary files /dev/null and b/sprites/UTFLH0.png differ diff --git a/terrain.txt b/terrain.txt new file mode 100644 index 0000000..196f4f7 --- /dev/null +++ b/terrain.txt @@ -0,0 +1,155 @@ +// splish sploshes +splash utwater +{ + smallclass utwatersplish + smallclip 4 + smallsound ut/playerfootstepwet + + baseclass utwatersplash + sound ut/wetsplash +} + +splash utslime +{ + smallclass utslimesplish + smallclip 4 + smallsound ut/playerfootstepslime + + baseclass utslimesplash + sound ut/slimesplash } + +splash utnukage +{ + smallclass utnukagesplish + smallclip 4 + smallsound ut/playerfootstepslime + + baseclass utnukagesplash + sound ut/slimesplash +} + +splash utlava +{ + smallclass utlavasplish + smallclip 4 + smallsound ut/playerfootsteplava + + baseclass utlavasplash + sound ut/lavasplash +} + +splash utnitro +{ + smallclass utnitrosplish + smallclip 4 + smallsound ut/playerfootstepnitro + + baseclass utnitrosplash + sound ut/nitrosplash +} + +splash utblood +{ + smallclass utbloodsplish + smallclip 4 + smallsound ut/playerfootstepwet + + baseclass utbloodsplash + sound ut/wetsplash +} + +terrain utwater +{ + splash utwater + footclip 6 + liquid +} + +terrain utslime +{ + splash utslime + footclip 6 + liquid +} + +terrain utnukage +{ + splash utnukage + footclip 6 + liquid +} + +terrain utlava +{ + splash utlava + footclip 6 + liquid +} + +terrain utnitro +{ + splash utnitro + footclip 6 + liquid +} + +terrain utblood +{ + splash utblood + footclip 6 + liquid +} + +ifdoom +floor BLOOD1 UTBlood +floor BLOOD2 UTBlood +floor BLOOD3 UTBlood +floor FWATER1 UTWater +floor FWATER2 UTWater +floor FWATER3 UTWater +floor FWATER4 UTWater +floor LAVA1 UTLava +floor LAVA2 UTLava +floor LAVA3 UTLava +floor LAVA4 UTLava +floor NUKAGE1 UTNukage +floor NUKAGE2 UTNukage +floor NUKAGE3 UTNukage +floor SLIME01 UTSlime +floor SLIME02 UTSlime +floor SLIME03 UTSlime +floor SLIME04 UTSlime +floor SLIME05 UTSlime +floor SLIME06 UTSlime +floor SLIME07 UTSlime +floor SLIME08 UTSlime +endif + +ifheretic +floor FLTWAWA1 UTWater +floor FLTFLWW1 UTWater +floor FLTLAVA1 UTLava +floor FLATHUH1 UTLava +floor FLTSLUD1 UTSlime +endif + +ifhexen +floor X_005 UTWater +floor X_001 UTLava +floor X_009 UTSlime +endif + +ifstrife +floor F_WATR03 UTWater +floor F_WATR02 UTWater +floor F_WATR01 UTWater +floor F_VWATR3 UTWater +floor F_VWATR2 UTWater +floor P_VWATR1 UTWater +floor F_HWATR3 UTWater +floor F_HWATR2 UTWater +floor F_HWATR1 UTWater +floor F_PWATR3 UTWater +floor F_PWATR2 UTWater +floor F_PWATR1 UTWater +endif diff --git a/textures.chainsaw b/textures.chainsaw index ddc1895..b390729 100644 --- a/textures.chainsaw +++ b/textures.chainsaw @@ -1,64 +1,3 @@ Sprite "CSWPA0",1,1{} -Sprite "CSWPB0",1,1{} Sprite "CSWSA0",1,1{} -Sprite "CSWSB0",1,1{} -Sprite "CSWSC0",1,1{} -Sprite "CSWSD0",1,1{} -Sprite "CSWSE0",1,1{} -Sprite "CSWSF0",1,1{} -Sprite "CSWSG0",1,1{} -Sprite "CSWSH0",1,1{} -Sprite "CSWSI0",1,1{} -Sprite "CSWSJ0",1,1{} -Sprite "CSWSK0",1,1{} -Sprite "CSWSL0",1,1{} -Sprite "CSWSM0",1,1{} -Sprite "CSWSN0",1,1{} -Sprite "CSWSO0",1,1{} -Sprite "CSWIA0",1,1{} -Sprite "CSWIB0",1,1{} -Sprite "CSWIC0",1,1{} -Sprite "CSWID0",1,1{} -Sprite "CSWIE0",1,1{} -Sprite "CSWIF0",1,1{} -Sprite "CSWIG0",1,1{} -Sprite "CSWIH0",1,1{} -Sprite "CSWII0",1,1{} -Sprite "CSWIJ0",1,1{} -Sprite "CSWAA0",1,1{} -Sprite "CSWAB0",1,1{} -Sprite "CSWAC0",1,1{} -Sprite "CSWAD0",1,1{} -Sprite "CSWAE0",1,1{} -Sprite "CSWAF0",1,1{} -Sprite "CSWAG0",1,1{} -Sprite "CSWAH0",1,1{} -Sprite "CSWAI0",1,1{} -Sprite "CSWAJ0",1,1{} -Sprite "CSWAK0",1,1{} -Sprite "CSWJA0",1,1{} -Sprite "CSWJB0",1,1{} -Sprite "CSWJC0",1,1{} -Sprite "CSWJD0",1,1{} -Sprite "CSWJE0",1,1{} -Sprite "CSWJF0",1,1{} -Sprite "CSWJG0",1,1{} -Sprite "CSWJH0",1,1{} -Sprite "CSWJI0",1,1{} -Sprite "CSWJJ0",1,1{} -Sprite "CSWJK0",1,1{} -Sprite "CSWJL0",1,1{} -Sprite "CSWJM0",1,1{} -Sprite "CSWJN0",1,1{} -Sprite "CSWJO0",1,1{} -Sprite "CSWJP0",1,1{} -Sprite "CSWJQ0",1,1{} -Sprite "CSWJR0",1,1{} -Sprite "CSWJS0",1,1{} -Sprite "CSWDA0",1,1{} -Sprite "CSWDB0",1,1{} -Sprite "CSWDC0",1,1{} -Sprite "CSWDD0",1,1{} -Sprite "CSWDE0",1,1{} -Sprite "CSWDF0",1,1{} Sprite "CSAMA0",1,1{} diff --git a/textures.eightball b/textures.eightball index 99ec9b5..f2cf971 100644 --- a/textures.eightball +++ b/textures.eightball @@ -1,184 +1,6 @@ Sprite "RPAKA0",1,1{} Sprite "RCKTA0",1,1{} -Sprite "RCKTB0",1,1{} Sprite "EBLPA0",1,1{} -Sprite "EBLPB0",1,1{} Sprite "EBLSA0",1,1{} -Sprite "EBLSB0",1,1{} -Sprite "EBLSC0",1,1{} -Sprite "EBLSD0",1,1{} -Sprite "EBLSE0",1,1{} -Sprite "EBLSF0",1,1{} -Sprite "EBLSG0",1,1{} -Sprite "EBLSH0",1,1{} -Sprite "EBLSI0",1,1{} -Sprite "EBLSJ0",1,1{} -Sprite "EBLSK0",1,1{} -Sprite "EBLSL0",1,1{} -Sprite "EBLSM0",1,1{} -Sprite "EBLSN0",1,1{} -Sprite "EBLSO0",1,1{} -Sprite "EBLSP0",1,1{} -Sprite "EBLSQ0",1,1{} -Sprite "EBLSR0",1,1{} -Sprite "EBLSS0",1,1{} -Sprite "EBLST0",1,1{} -Sprite "EBLIA0",1,1{} -Sprite "EBF1A0",1,1{} -Sprite "EBF1B0",1,1{} -Sprite "EBF1C0",1,1{} -Sprite "EBF1D0",1,1{} -Sprite "EBF1E0",1,1{} -Sprite "EBF1F0",1,1{} -Sprite "EBF1G0",1,1{} -Sprite "EBF1H0",1,1{} -Sprite "EBF2A0",1,1{} -Sprite "EBF2B0",1,1{} -Sprite "EBF2C0",1,1{} -Sprite "EBF2D0",1,1{} -Sprite "EBF2E0",1,1{} -Sprite "EBF2F0",1,1{} -Sprite "EBF2G0",1,1{} -Sprite "EBF2H0",1,1{} -Sprite "EBF2I0",1,1{} -Sprite "EBF2J0",1,1{} -Sprite "EBF2K0",1,1{} -Sprite "EBF3A0",1,1{} -Sprite "EBF3B0",1,1{} -Sprite "EBF3C0",1,1{} -Sprite "EBF3D0",1,1{} -Sprite "EBF3E0",1,1{} -Sprite "EBF3F0",1,1{} -Sprite "EBF3G0",1,1{} -Sprite "EBF3H0",1,1{} -Sprite "EBF3I0",1,1{} -Sprite "EBF3J0",1,1{} -Sprite "EBF4A0",1,1{} -Sprite "EBF4B0",1,1{} -Sprite "EBF4C0",1,1{} -Sprite "EBF4D0",1,1{} -Sprite "EBF4E0",1,1{} -Sprite "EBF4F0",1,1{} -Sprite "EBF4G0",1,1{} -Sprite "EBF4H0",1,1{} -Sprite "EBF4I0",1,1{} -Sprite "EBF4J0",1,1{} -Sprite "EBF4K0",1,1{} -Sprite "EBF5A0",1,1{} -Sprite "EBF5B0",1,1{} -Sprite "EBF5C0",1,1{} -Sprite "EBF5D0",1,1{} -Sprite "EBF5E0",1,1{} -Sprite "EBF5F0",1,1{} -Sprite "EBF5G0",1,1{} -Sprite "EBF5H0",1,1{} -Sprite "EBF5I0",1,1{} -Sprite "EBF5J0",1,1{} -Sprite "EBF5K0",1,1{} -Sprite "EBF5L0",1,1{} -Sprite "EBF5M0",1,1{} -Sprite "EBF6A0",1,1{} -Sprite "EBF6B0",1,1{} -Sprite "EBF6C0",1,1{} -Sprite "EBF6D0",1,1{} -Sprite "EBF6E0",1,1{} -Sprite "EBF6F0",1,1{} -Sprite "EBF6G0",1,1{} -Sprite "EBF6H0",1,1{} -Sprite "EBF6I0",1,1{} -Sprite "EBF6J0",1,1{} -Sprite "EBF6K0",1,1{} -Sprite "EBF6L0",1,1{} -Sprite "EBF6M0",1,1{} -Sprite "EBF6N0",1,1{} -Sprite "EBF6O0",1,1{} -Sprite "EBF6P0",1,1{} -Sprite "EBR1A0",1,1{} -Sprite "EBR1B0",1,1{} -Sprite "EBR1C0",1,1{} -Sprite "EBR1D0",1,1{} -Sprite "EBR1E0",1,1{} -Sprite "EBR1F0",1,1{} -Sprite "EBR1G0",1,1{} -Sprite "EBR2A0",1,1{} -Sprite "EBR2B0",1,1{} -Sprite "EBR2C0",1,1{} -Sprite "EBR2D0",1,1{} -Sprite "EBR2E0",1,1{} -Sprite "EBR2F0",1,1{} -Sprite "EBR2G0",1,1{} -Sprite "EBR3A0",1,1{} -Sprite "EBR3B0",1,1{} -Sprite "EBR3C0",1,1{} -Sprite "EBR3D0",1,1{} -Sprite "EBR3E0",1,1{} -Sprite "EBR3F0",1,1{} -Sprite "EBR3G0",1,1{} -Sprite "EBR4A0",1,1{} -Sprite "EBR4B0",1,1{} -Sprite "EBR4C0",1,1{} -Sprite "EBR4D0",1,1{} -Sprite "EBR4E0",1,1{} -Sprite "EBR4F0",1,1{} -Sprite "EBR4G0",1,1{} -Sprite "EBR5A0",1,1{} -Sprite "EBR5B0",1,1{} -Sprite "EBR5C0",1,1{} -Sprite "EBR5D0",1,1{} -Sprite "EBR5E0",1,1{} -Sprite "EBR5F0",1,1{} -Sprite "EBR5G0",1,1{} -Sprite "EBL1A0",1,1{} -Sprite "EBL1B0",1,1{} -Sprite "EBL1C0",1,1{} -Sprite "EBL1D0",1,1{} -Sprite "EBL1E0",1,1{} -Sprite "EBL1F0",1,1{} -Sprite "EBL1G0",1,1{} -Sprite "EBL2A0",1,1{} -Sprite "EBL2B0",1,1{} -Sprite "EBL2C0",1,1{} -Sprite "EBL2D0",1,1{} -Sprite "EBL2E0",1,1{} -Sprite "EBL2F0",1,1{} -Sprite "EBL2G0",1,1{} -Sprite "EBL3A0",1,1{} -Sprite "EBL3B0",1,1{} -Sprite "EBL3C0",1,1{} -Sprite "EBL3D0",1,1{} -Sprite "EBL3E0",1,1{} -Sprite "EBL3F0",1,1{} -Sprite "EBL3G0",1,1{} -Sprite "EBL4A0",1,1{} -Sprite "EBL4B0",1,1{} -Sprite "EBL4C0",1,1{} -Sprite "EBL4D0",1,1{} -Sprite "EBL4E0",1,1{} -Sprite "EBL4F0",1,1{} -Sprite "EBL4G0",1,1{} -Sprite "EBL5A0",1,1{} -Sprite "EBL5B0",1,1{} -Sprite "EBL5C0",1,1{} -Sprite "EBL5D0",1,1{} -Sprite "EBL5E0",1,1{} -Sprite "EBL5F0",1,1{} -Sprite "EBL5G0",1,1{} -Sprite "EBL6A0",1,1{} -Sprite "EBL6B0",1,1{} -Sprite "EBL6C0",1,1{} -Sprite "EBL6D0",1,1{} -Sprite "EBL6E0",1,1{} -Sprite "EBL6F0",1,1{} -Sprite "EBLDA0",1,1{} -Sprite "EBLDB0",1,1{} -Sprite "EBLDC0",1,1{} -Sprite "EBLDD0",1,1{} -Sprite "EBLDE0",1,1{} -Sprite "EBLDF0",1,1{} -Sprite "EBLDG0",1,1{} -Sprite "EBLDH0",1,1{} -Sprite "EBLDI0",1,1{} -Sprite "EBLDJ0",1,1{} -Sprite "EBLDK0",1,1{} Graphic "XHAIRS99",1,1{} Graphic "XHAIRB99",1,1{} diff --git a/textures.enforcer b/textures.enforcer index f141b8a..8ef1e6f 100644 --- a/textures.enforcer +++ b/textures.enforcer @@ -1,260 +1,4 @@ Sprite "ECLPA0",1,1{} Sprite "ENFPA0",1,1{} -Sprite "ENFPB0",1,1{} -Sprite "ENFFA0",1,1{} -Sprite "ENFFB0",1,1{} -Sprite "ENFFC0",1,1{} -Sprite "ENFFD0",1,1{} -Sprite "ENFFE0",1,1{} -Sprite "ENFFF0",1,1{} -Sprite "ENFFG0",1,1{} -Sprite "ENFFH0",1,1{} -Sprite "ENFFI0",1,1{} -Sprite "ENFFJ0",1,1{} -Sprite "ENFRA0",1,1{} -Sprite "ENFRB0",1,1{} -Sprite "ENFRC0",1,1{} -Sprite "ENFRD0",1,1{} -Sprite "ENFRE0",1,1{} -Sprite "ENFRF0",1,1{} -Sprite "ENFRG0",1,1{} -Sprite "ENFRH0",1,1{} -Sprite "ENFRI0",1,1{} -Sprite "ENFRJ0",1,1{} -Sprite "ENFRK0",1,1{} -Sprite "ENFRL0",1,1{} -Sprite "ENFRM0",1,1{} -Sprite "ENFRN0",1,1{} -Sprite "ENFRO0",1,1{} -Sprite "ENFRP0",1,1{} -Sprite "ENFRQ0",1,1{} -Sprite "ENFRR0",1,1{} -Sprite "ENFRS0",1,1{} -Sprite "ENFRT0",1,1{} -Sprite "ENFRU0",1,1{} -Sprite "ENFRV0",1,1{} -Sprite "ENFRW0",1,1{} -Sprite "ENFRX0",1,1{} -Sprite "ENFRY0",1,1{} -Sprite "ENFRZ0",1,1{} -Sprite "ENR2A0",1,1{} -Sprite "ENR2B0",1,1{} Sprite "ENFSA0",1,1{} -Sprite "ENFSB0",1,1{} -Sprite "ENFSC0",1,1{} -Sprite "ENFSD0",1,1{} -Sprite "ENFSE0",1,1{} -Sprite "ENFSF0",1,1{} -Sprite "ENFSG0",1,1{} -Sprite "ENFSH0",1,1{} -Sprite "ENFSI0",1,1{} -Sprite "ENFSJ0",1,1{} -Sprite "ENFSK0",1,1{} -Sprite "ENFSL0",1,1{} -Sprite "ENFSM0",1,1{} -Sprite "ENFSN0",1,1{} -Sprite "ENFSO0",1,1{} -Sprite "ENFSP0",1,1{} -Sprite "ENFSQ0",1,1{} -Sprite "ENFSR0",1,1{} -Sprite "ENFSS0",1,1{} -Sprite "ENFST0",1,1{} -Sprite "ENFSU0",1,1{} -Sprite "ENFSV0",1,1{} -Sprite "ENFSW0",1,1{} -Sprite "ENFSX0",1,1{} -Sprite "ENFSY0",1,1{} -Sprite "ENFSZ0",1,1{} -Sprite "ENFIA0",1,1{} -Sprite "ENFIB0",1,1{} -Sprite "ENFTA0",1,1{} -Sprite "ENFTB0",1,1{} -Sprite "ENFTC0",1,1{} -Sprite "ENFTD0",1,1{} -Sprite "ENFTE0",1,1{} -Sprite "ENFTF0",1,1{} -Sprite "ENFTG0",1,1{} -Sprite "ENFTH0",1,1{} -Sprite "ENFTI0",1,1{} -Sprite "ENFTJ0",1,1{} -Sprite "ENFTK0",1,1{} -Sprite "ENFTL0",1,1{} -Sprite 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"BIOFB0",1,1{} -Sprite "BIOFC0",1,1{} -Sprite "BIOFD0",1,1{} -Sprite "BIOFE0",1,1{} -Sprite "BIOFF0",1,1{} -Sprite "BIOFG0",1,1{} -Sprite "BIOFH0",1,1{} -Sprite "BIOFI0",1,1{} -Sprite "BIODA0",1,1{} -Sprite "BIODB0",1,1{} -Sprite "BIODC0",1,1{} -Sprite "BIODD0",1,1{} -Sprite "BIODE0",1,1{} -Sprite "BIODF0",1,1{} -Sprite "BIODG0",1,1{} -Sprite "BIODH0",1,1{} -Sprite "BIODI0",1,1{} -Sprite "BIODJ0",1,1{} diff --git a/textures.gore b/textures.gore index 24dbcb4..eecf5ed 100644 --- a/textures.gore +++ b/textures.gore @@ -1,6 +1 @@ Sprite "UGIBA0",1,1{} -Sprite "UGIBB0",1,1{} -Sprite "UGIBC0",1,1{} -Sprite "UGIBD0",1,1{} -Sprite "UGIBE0",1,1{} -Sprite "UGIBF0",1,1{} diff --git a/textures.impact b/textures.impact index d1ddf01..067df87 100644 --- a/textures.impact +++ b/textures.impact @@ -1,56 +1,2 @@ Sprite "IMPPA0",1,1{} -Sprite "IMPPB0",1,1{} Sprite "IMPSA0",1,1{} -Sprite "IMPSB0",1,1{} -Sprite "IMPSC0",1,1{} -Sprite "IMPSD0",1,1{} -Sprite "IMPSE0",1,1{} -Sprite "IMPSF0",1,1{} -Sprite "IMPSG0",1,1{} -Sprite "IMPSH0",1,1{} -Sprite "IMPSI0",1,1{} -Sprite "IMPSJ0",1,1{} -Sprite "IMPSK0",1,1{} -Sprite "IMPSL0",1,1{} -Sprite "IMPSM0",1,1{} -Sprite "IMPSN0",1,1{} -Sprite "IMPSO0",1,1{} -Sprite "IMPSP0",1,1{} -Sprite "IMPSQ0",1,1{} -Sprite "IMPIA0",1,1{} -Sprite "IMPLA0",1,1{} -Sprite "IMPLB0",1,1{} -Sprite "IMPLC0",1,1{} -Sprite "IMPLD0",1,1{} -Sprite "IMPLE0",1,1{} -Sprite "IMPRA0",1,1{} -Sprite "IMPRB0",1,1{} -Sprite "IMPRC0",1,1{} -Sprite "IMPRD0",1,1{} -Sprite "IMPRE0",1,1{} -Sprite "IMPRF0",1,1{} -Sprite "IMPRG0",1,1{} -Sprite "IMPRH0",1,1{} -Sprite "IMPRI0",1,1{} -Sprite "IMPRJ0",1,1{} -Sprite "IMPFA0",1,1{} -Sprite "IMPFB0",1,1{} -Sprite "IMPFC0",1,1{} -Sprite "IMPFD0",1,1{} -Sprite "IMPFE0",1,1{} -Sprite "IMPFF0",1,1{} -Sprite "IMPFG0",1,1{} -Sprite "IMPFH0",1,1{} -Sprite "IMPFI0",1,1{} -Sprite "IMPFJ0",1,1{} -Sprite "IMPFK0",1,1{} -Sprite "IMPFL0",1,1{} -Sprite "IMPFM0",1,1{} -Sprite "IMPFN0",1,1{} -Sprite "IMPFO0",1,1{} -Sprite "IMPFP0",1,1{} -Sprite "IMPDA0",1,1{} -Sprite "IMPDB0",1,1{} -Sprite "IMPDC0",1,1{} -Sprite "IMPDD0",1,1{} -Sprite "IMPDE0",1,1{} diff --git a/textures.minigun b/textures.minigun index 5bee219..aa2f43e 100644 --- a/textures.minigun +++ b/textures.minigun @@ -1,120 +1,4 @@ Sprite "MAMOA0",1,1{} Sprite "MGNPA0",1,1{} -Sprite "MGNPB0",1,1{} Sprite "MGNSA0",1,1{} -Sprite "MGNSB0",1,1{} -Sprite "MGNSC0",1,1{} -Sprite "MGNSD0",1,1{} -Sprite "MGNSE0",1,1{} -Sprite "MGNSF0",1,1{} -Sprite "MGNSG0",1,1{} -Sprite "MGNSH0",1,1{} -Sprite "MGNSI0",1,1{} -Sprite "MGNSJ0",1,1{} -Sprite "MGNSK0",1,1{} -Sprite "MGNSL0",1,1{} -Sprite "MGNSM0",1,1{} -Sprite "MGNSN0",1,1{} -Sprite "MGNSO0",1,1{} -Sprite "MGNSP0",1,1{} -Sprite "MGNSQ0",1,1{} -Sprite "MGNSR0",1,1{} -Sprite "MGNSS0",1,1{} -Sprite "MGNST0",1,1{} -Sprite "MGNFA0",1,1{} -Sprite "MGNFB0",1,1{} -Sprite "MGNFC0",1,1{} -Sprite "MGNFD0",1,1{} -Sprite "MGNFE0",1,1{} -Sprite "MGNFF0",1,1{} -Sprite "MGNFG0",1,1{} -Sprite "MGNFH0",1,1{} -Sprite "MGNFI0",1,1{} -Sprite "MGNFJ0",1,1{} -Sprite "MGNFK0",1,1{} -Sprite "MGNFL0",1,1{} -Sprite "MGNFM0",1,1{} -Sprite "MGNFN0",1,1{} -Sprite "MGNFO0",1,1{} -Sprite "MGNFP0",1,1{} -Sprite "MGNFQ0",1,1{} -Sprite "MGNFR0",1,1{} -Sprite "MGNFS0",1,1{} -Sprite "MGNUA0",1,1{} -Sprite "MGNUB0",1,1{} -Sprite "MGNUC0",1,1{} -Sprite "MGNUD0",1,1{} -Sprite "MGNUE0",1,1{} -Sprite "MGNUF0",1,1{} -Sprite "MGNUG0",1,1{} -Sprite "MGNUH0",1,1{} -Sprite "MGNUI0",1,1{} -Sprite "MGNUJ0",1,1{} -Sprite "MGNUK0",1,1{} -Sprite "MGNUL0",1,1{} -Sprite "MGNUM0",1,1{} -Sprite "MGNUN0",1,1{} -Sprite "MGNUO0",1,1{} -Sprite "MGNUP0",1,1{} -Sprite "MGNUQ0",1,1{} -Sprite "MGNUR0",1,1{} -Sprite "MGNUS0",1,1{} -Sprite "MGNUT0",1,1{} -Sprite "MGNUU0",1,1{} -Sprite "MGNUV0",1,1{} -Sprite "MGNUW0",1,1{} -Sprite "MGNUX0",1,1{} -Sprite "MGNUY0",1,1{} -Sprite "MGNUZ0",1,1{} -Sprite "MGU2A0",1,1{} -Sprite "MGU2B0",1,1{} -Sprite "MGU2C0",1,1{} -Sprite "MGU2D0",1,1{} -Sprite "MGU2E0",1,1{} -Sprite "MGU2F0",1,1{} -Sprite "MGU2G0",1,1{} -Sprite "MGU2H0",1,1{} -Sprite "MGU2I0",1,1{} -Sprite "MGU2J0",1,1{} -Sprite "MGU2K0",1,1{} -Sprite "MGU2L0",1,1{} -Sprite "MGU2M0",1,1{} -Sprite "MGNIA0",1,1{} -Sprite "MGNIB0",1,1{} -Sprite "MGNIC0",1,1{} -Sprite "MGNID0",1,1{} -Sprite "MGNIE0",1,1{} -Sprite "MGNIF0",1,1{} -Sprite "MGNIG0",1,1{} -Sprite "MGNIH0",1,1{} -Sprite "MGNII0",1,1{} -Sprite "MGNIJ0",1,1{} -Sprite "MGNIK0",1,1{} -Sprite "MGNIL0",1,1{} -Sprite "MGNIM0",1,1{} -Sprite "MGNIN0",1,1{} -Sprite "MGNIO0",1,1{} -Sprite "MGNIP0",1,1{} -Sprite "MGNIQ0",1,1{} -Sprite "MGNIR0",1,1{} -Sprite "MGNIS0",1,1{} -Sprite "MGNDA0",1,1{} -Sprite "MGNDB0",1,1{} -Sprite "MGNDC0",1,1{} -Sprite "MGNDD0",1,1{} -Sprite "MGNDE0",1,1{} -Sprite "MGNDF0",1,1{} -Sprite "MGNDG0",1,1{} -Sprite "MGNDH0",1,1{} -Sprite "MGNDI0",1,1{} -Sprite "MGNDJ0",1,1{} -Sprite "MMUZA0",1,1{} -Sprite "MMUZB0",1,1{} -Sprite "MMUZC0",1,1{} -Sprite "MMUZD0",1,1{} -Sprite "MMUZE0",1,1{} -Sprite "MMUZF0",1,1{} -Sprite "MMUZG0",1,1{} -Sprite "MMUZH0",1,1{} -Sprite "MMUZI0",1,1{} Sprite "TRACA0",1,1{} diff --git a/textures.misc b/textures.misc index fa15ada..73a5155 100644 --- a/textures.misc +++ b/textures.misc @@ -6,8 +6,6 @@ Texture "DefTex",128,128 Patch "-noflat-", 0, 0 } Sprite "HBOXA0",1,1{} -Sprite "HBOXB0",1,1{} -Sprite "HBOXC0",1,1{} Sprite "VIALA0",1,1{} Sprite "XANHA0",1,1{} Sprite "THIGA0",1,1{} @@ -20,13 +18,6 @@ Sprite "TRNSA0",1,1{} Sprite "JBUTA0",1,1{} Sprite "SLITA0",1,1{} Sprite "CHIPA0",1,1{} -Sprite "CHIPB0",1,1{} -Sprite "CHIPC0",1,1{} -Sprite "CHIPD0",1,1{} Sprite "USKLA0",1,1{} -Sprite "USKLB0",1,1{} -Sprite "USKLC0",1,1{} Sprite "UKEYA0",1,1{} -Sprite "UKEYB0",1,1{} -Sprite "UKEYC0",1,1{} -Sprite "UKEYD0",1,1{} +Sprite "RNGXA0",1,1{} diff --git a/textures.pulse b/textures.pulse index db94b6c..7d32bf3 100644 --- a/textures.pulse +++ b/textures.pulse @@ -1,193 +1,4 @@ Sprite "PAMOA0",1,1{} Sprite "PGNPA0",1,1{} -Sprite "PGNPB0",1,1{} Sprite "PGNSA0",1,1{} -Sprite "PGNSB0",1,1{} -Sprite "PGNSC0",1,1{} -Sprite "PGNSD0",1,1{} -Sprite "PGNSE0",1,1{} -Sprite "PGNSF0",1,1{} -Sprite "PGNSG0",1,1{} -Sprite "PGNSH0",1,1{} -Sprite "PGNSI0",1,1{} -Sprite "PGNSJ0",1,1{} -Sprite "PGNSK0",1,1{} -Sprite "PGNSL0",1,1{} -Sprite "PGNSM0",1,1{} -Sprite "PGNSN0",1,1{} -Sprite "PGNSO0",1,1{} -Sprite "PGNSP0",1,1{} -Sprite "PGNSQ0",1,1{} -Sprite "PGNSR0",1,1{} -Sprite "PGNSS0",1,1{} -Sprite "PGNST0",1,1{} -Sprite "PGNSU0",1,1{} -Sprite "PGNSV0",1,1{} -Sprite "PGNSW0",1,1{} -Sprite "PGNCA0",1,1{} -Sprite "PGNCB0",1,1{} -Sprite "PGNCC0",1,1{} -Sprite "PGNCD0",1,1{} -Sprite "PGNCE0",1,1{} -Sprite "PGNCF0",1,1{} -Sprite "PGNCG0",1,1{} -Sprite "PGNCH0",1,1{} -Sprite "PGNCI0",1,1{} -Sprite "PGNCJ0",1,1{} -Sprite "PGNCK0",1,1{} -Sprite "PGNCL0",1,1{} -Sprite "PGNCM0",1,1{} -Sprite "PGNCN0",1,1{} -Sprite "PGNCO0",1,1{} -Sprite "PGNCP0",1,1{} -Sprite "PGNCQ0",1,1{} -Sprite "PGNCR0",1,1{} -Sprite "PGNCS0",1,1{} -Sprite "PGNCT0",1,1{} -Sprite "PGNCU0",1,1{} -Sprite "PGNCV0",1,1{} -Sprite "PGNCW0",1,1{} -Sprite "PGNCX0",1,1{} -Sprite "PGNCY0",1,1{} -Sprite "PGNRA0",1,1{} -Sprite "PGNRB0",1,1{} -Sprite "PGNRC0",1,1{} -Sprite "PGNRD0",1,1{} -Sprite "PGNRE0",1,1{} -Sprite "PGNRF0",1,1{} -Sprite "PGNRG0",1,1{} -Sprite "PGNRH0",1,1{} -Sprite "PGNRI0",1,1{} -Sprite "PGNRJ0",1,1{} -Sprite "PGNRK0",1,1{} -Sprite "PGNRL0",1,1{} -Sprite "PGNRM0",1,1{} -Sprite "PGNRN0",1,1{} -Sprite "PGNRO0",1,1{} -Sprite "PGNRP0",1,1{} -Sprite "PGNRQ0",1,1{} -Sprite "PGNRR0",1,1{} -Sprite "PGNRS0",1,1{} -Sprite "PGNRT0",1,1{} -Sprite "PGNRU0",1,1{} -Sprite "PGNRV0",1,1{} -Sprite "PGNRW0",1,1{} -Sprite "PGNRX0",1,1{} -Sprite "PGNRY0",1,1{} -Sprite "PGNRZ0",1,1{} -Sprite "PGR2A0",1,1{} -Sprite "PGR2B0",1,1{} -Sprite "PGR2C0",1,1{} -Sprite "PGR2D0",1,1{} -Sprite "PGR2E0",1,1{} -Sprite "PGR2F0",1,1{} -Sprite "PGR2G0",1,1{} -Sprite "PGR2H0",1,1{} -Sprite "PGR2I0",1,1{} -Sprite "PGR2J0",1,1{} -Sprite "PGR2K0",1,1{} -Sprite "PGR2L0",1,1{} -Sprite "PGR2M0",1,1{} -Sprite "PGR2N0",1,1{} -Sprite "PGR2O0",1,1{} -Sprite "PGR2P0",1,1{} -Sprite "PGR2Q0",1,1{} -Sprite "PGR2R0",1,1{} -Sprite "PGR2S0",1,1{} -Sprite "PGR2T0",1,1{} -Sprite "PGR2U0",1,1{} -Sprite "PGR2V0",1,1{} -Sprite "PGR2W0",1,1{} -Sprite "PGR2X0",1,1{} -Sprite "PGBSA0",1,1{} -Sprite "PGBSB0",1,1{} -Sprite "PGBSC0",1,1{} -Sprite "PGBSD0",1,1{} -Sprite "PGBSE0",1,1{} -Sprite "PGBLA0",1,1{} -Sprite "PGBLB0",1,1{} -Sprite "PGBLC0",1,1{} -Sprite "PGBLD0",1,1{} -Sprite "PGBLE0",1,1{} -Sprite "PGBLF0",1,1{} -Sprite "PGBLG0",1,1{} -Sprite "PGBLH0",1,1{} -Sprite "PGBLI0",1,1{} -Sprite "PGBLJ0",1,1{} -Sprite "PGBEA0",1,1{} -Sprite "PGBEB0",1,1{} -Sprite "PGBEC0",1,1{} -Sprite "PGBED0",1,1{} -Sprite "PGBEE0",1,1{} -Sprite "PGNIA0",1,1{} -Sprite "PGNIB0",1,1{} -Sprite "PGNIC0",1,1{} -Sprite "PGNID0",1,1{} -Sprite "PGNIE0",1,1{} -Sprite "PGNIF0",1,1{} -Sprite "PGNIG0",1,1{} -Sprite "PGNIH0",1,1{} -Sprite "PGNII0",1,1{} -Sprite "PGNIJ0",1,1{} -Sprite "PGNIK0",1,1{} -Sprite "PGNIL0",1,1{} -Sprite "PGNIM0",1,1{} -Sprite "PGNIN0",1,1{} -Sprite "PGNIO0",1,1{} -Sprite "PGNIP0",1,1{} -Sprite "PGNIQ0",1,1{} -Sprite "PGNIR0",1,1{} -Sprite "PGNIS0",1,1{} -Sprite "PGNIT0",1,1{} -Sprite "PGNIU0",1,1{} -Sprite "PGNIV0",1,1{} -Sprite "PGNIW0",1,1{} -Sprite "PGNIX0",1,1{} -Sprite "PGNIY0",1,1{} -Sprite "PGNIZ0",1,1{} -Sprite "PGNFA0",1,1{} -Sprite "PGNFB0",1,1{} -Sprite "PGNFC0",1,1{} -Sprite "PGNFD0",1,1{} -Sprite "PGNFE0",1,1{} -Sprite "PGNFF0",1,1{} -Sprite "PGNFG0",1,1{} -Sprite "PGNFH0",1,1{} -Sprite "PGNFI0",1,1{} -Sprite "PGNFJ0",1,1{} -Sprite "PGNFK0",1,1{} -Sprite "PGNFL0",1,1{} -Sprite "PGNFM0",1,1{} -Sprite "PGNFN0",1,1{} -Sprite "PGNFO0",1,1{} -Sprite "PGNFP0",1,1{} -Sprite "PGNFQ0",1,1{} -Sprite "PGNFR0",1,1{} -Sprite "PGNFS0",1,1{} -Sprite "PGNFT0",1,1{} -Sprite "PGNFU0",1,1{} -Sprite "PGNFV0",1,1{} -Sprite "PGNFW0",1,1{} -Sprite "PGNFX0",1,1{} -Sprite "PGNFY0",1,1{} -Sprite "PGNFZ0",1,1{} -Sprite "PGF2A0",1,1{} -Sprite "PGF2B0",1,1{} -Sprite "PGF2C0",1,1{} -Sprite "PGF2D0",1,1{} -Sprite "PGF2E0",1,1{} -Sprite "PGF2F0",1,1{} -Sprite "PGF2G0",1,1{} -Sprite "PGF2H0",1,1{} -Sprite "PGF2I0",1,1{} -Sprite "PGF2J0",1,1{} -Sprite "PGF2K0",1,1{} -Sprite "PGF2L0",1,1{} -Sprite "PGF2M0",1,1{} -Sprite "PGF2N0",1,1{} -Sprite "PMUZA0",1,1{} Sprite "PBLTA0",1,1{} -Sprite "PBLTB0",1,1{} -Sprite "PBLTC0",1,1{} -Sprite "PBLTD0",1,1{} -Sprite "PBLTE0",1,1{} diff --git a/textures.ripper b/textures.ripper index 01dd5ec..4eb996a 100644 --- a/textures.ripper +++ b/textures.ripper @@ -1,74 +1,4 @@ Sprite "BHOPA0",1,1{} Sprite "RZRPA0",1,1{} -Sprite "RZRPB0",1,1{} Sprite "RZRSA0",1,1{} -Sprite "RZRSB0",1,1{} -Sprite "RZRSC0",1,1{} -Sprite "RZRSD0",1,1{} -Sprite "RZRSE0",1,1{} -Sprite "RZRSF0",1,1{} -Sprite "RZRSG0",1,1{} -Sprite "RZRSH0",1,1{} -Sprite "RZRSI0",1,1{} -Sprite "RZRSJ0",1,1{} -Sprite "RZRSK0",1,1{} -Sprite "RZRSL0",1,1{} -Sprite "RZRSM0",1,1{} -Sprite "RZRSN0",1,1{} -Sprite "RZRSO0",1,1{} -Sprite "RZRSP0",1,1{} -Sprite "RZRSQ0",1,1{} -Sprite "RZRSR0",1,1{} -Sprite "RZRSS0",1,1{} -Sprite "RZRST0",1,1{} -Sprite "RZRSU0",1,1{} -Sprite "RZRSV0",1,1{} -Sprite "RZRSW0",1,1{} -Sprite "RZRSX0",1,1{} -Sprite "RZRSY0",1,1{} -Sprite "RZRSZ0",1,1{} -Sprite "RZS2A0",1,1{} -Sprite "RZS2B0",1,1{} -Sprite "RZS2C0",1,1{} -Sprite "RZS2D0",1,1{} -Sprite "RZRFA0",1,1{} -Sprite "RZRFB0",1,1{} -Sprite "RZRFC0",1,1{} -Sprite "RZRFD0",1,1{} -Sprite "RZRFE0",1,1{} -Sprite "RZRFF0",1,1{} -Sprite "RZRFG0",1,1{} -Sprite "RZRFH0",1,1{} -Sprite "RZRFI0",1,1{} -Sprite "RZRFJ0",1,1{} -Sprite "RZRFK0",1,1{} -Sprite "RZRFL0",1,1{} -Sprite "RZRFM0",1,1{} -Sprite "RZRFN0",1,1{} -Sprite "RZRFO0",1,1{} -Sprite "RZRIA0",1,1{} -Sprite "RZRIB0",1,1{} -Sprite "RZRIC0",1,1{} -Sprite "RZRID0",1,1{} -Sprite "RZRIE0",1,1{} -Sprite "RZRIF0",1,1{} -Sprite "RZRIG0",1,1{} -Sprite "RZRIH0",1,1{} -Sprite "RZRII0",1,1{} -Sprite "RZRIJ0",1,1{} -Sprite "RZRIK0",1,1{} -Sprite "RZRIL0",1,1{} -Sprite "RZRIM0",1,1{} -Sprite "RZRIN0",1,1{} -Sprite "RZRIO0",1,1{} -Sprite "RZRIP0",1,1{} -Sprite "RZRIQ0",1,1{} -Sprite "RZRIR0",1,1{} -Sprite "RZRIS0",1,1{} -Sprite "RZRDA0",1,1{} -Sprite "RZRDB0",1,1{} -Sprite "RZRDC0",1,1{} -Sprite "RZRDD0",1,1{} -Sprite "RZRDE0",1,1{} -Sprite "RZRDF0",1,1{} Sprite "RAZBA0",1,1{} diff --git a/textures.shock b/textures.shock index bf5dc15..83296fa 100644 --- a/textures.shock +++ b/textures.shock @@ -1,57 +1,5 @@ Sprite "SHOAA0",1,1{} Sprite "SWAVA0",1,1{} -Sprite "SWAVB0",1,1{} Sprite "SRNGA0",1,1{} -Sprite "SRNGB0",1,1{} -Sprite "SRNGC0",1,1{} -Sprite "SRNGD0",1,1{} -Sprite "SRNGE0",1,1{} -Sprite "SRNGF0",1,1{} -Sprite "SRNGG0",1,1{} -Sprite "SRNGH0",1,1{} -Sprite "SRNGI0",1,1{} Sprite "ASMPA0",1,1{} -Sprite "ASMPB0",1,1{} Sprite "ASMSA0",1,1{} -Sprite "ASMSB0",1,1{} -Sprite "ASMSC0",1,1{} -Sprite "ASMSD0",1,1{} -Sprite "ASMSE0",1,1{} -Sprite "ASMSF0",1,1{} -Sprite "ASMSG0",1,1{} -Sprite "ASMSH0",1,1{} -Sprite "ASMSI0",1,1{} -Sprite "ASMSJ0",1,1{} -Sprite "ASMSK0",1,1{} -Sprite "ASMSL0",1,1{} -Sprite "ASMSM0",1,1{} -Sprite "ASMSN0",1,1{} -Sprite "ASMSO0",1,1{} -Sprite "ASMIA0",1,1{} -Sprite "ASMDA0",1,1{} -Sprite "ASMDB0",1,1{} -Sprite "ASMDC0",1,1{} -Sprite "ASMDD0",1,1{} -Sprite "ASMDE0",1,1{} -Sprite "ASMDF0",1,1{} -Sprite "ASMDG0",1,1{} -Sprite "ASMFA0",1,1{} -Sprite "ASMFB0",1,1{} -Sprite "ASMFC0",1,1{} -Sprite "ASMFD0",1,1{} -Sprite "ASMFE0",1,1{} -Sprite "ASMFF0",1,1{} -Sprite "ASMFG0",1,1{} -Sprite "ASMFH0",1,1{} -Sprite "ASMFI0",1,1{} -Sprite "ASMFJ0",1,1{} -Sprite "ASMAA0",1,1{} -Sprite "ASMAB0",1,1{} -Sprite "ASMAC0",1,1{} -Sprite "ASMAD0",1,1{} -Sprite "ASMAE0",1,1{} -Sprite "ASMAF0",1,1{} -Sprite "ASMAG0",1,1{} -Sprite "ASMAH0",1,1{} -Sprite "ASMAI0",1,1{} -Sprite "ASMAJ0",1,1{} diff --git a/textures.sniper b/textures.sniper index 0bd6f94..d9ac402 100644 --- a/textures.sniper +++ b/textures.sniper @@ -1,80 +1,4 @@ Sprite "SBOXA0",1,1{} Sprite "SRNDA0",1,1{} Sprite "SRFPA0",1,1{} -Sprite "SRFPB0",1,1{} Sprite "SRFSA0",1,1{} -Sprite "SRFSB0",1,1{} -Sprite "SRFSC0",1,1{} -Sprite "SRFSD0",1,1{} -Sprite "SRFSE0",1,1{} -Sprite "SRFSF0",1,1{} -Sprite "SRFSG0",1,1{} -Sprite "SRFSH0",1,1{} -Sprite "SRFSI0",1,1{} -Sprite "SRFSJ0",1,1{} -Sprite "SRFSK0",1,1{} -Sprite "SRFSL0",1,1{} -Sprite "SRFSM0",1,1{} -Sprite "SRFSN0",1,1{} -Sprite "SRFSO0",1,1{} -Sprite "SRFSP0",1,1{} -Sprite "SRFSQ0",1,1{} -Sprite "SRFIA0",1,1{} -Sprite "SRF1A0",1,1{} -Sprite "SRF1B0",1,1{} -Sprite "SRF1C0",1,1{} -Sprite "SRF1D0",1,1{} -Sprite "SRF1E0",1,1{} -Sprite "SRF1F0",1,1{} -Sprite "SRF1G0",1,1{} -Sprite "SRF1H0",1,1{} -Sprite "SRF1I0",1,1{} -Sprite "SRF1J0",1,1{} -Sprite "SRF2A0",1,1{} -Sprite "SRF2B0",1,1{} -Sprite "SRF2C0",1,1{} -Sprite "SRF2D0",1,1{} -Sprite "SRF2E0",1,1{} -Sprite "SRF2F0",1,1{} -Sprite "SRF2G0",1,1{} -Sprite "SRF2H0",1,1{} -Sprite "SRF2I0",1,1{} -Sprite "SRF2J0",1,1{} -Sprite "SRF3A0",1,1{} -Sprite "SRF3B0",1,1{} -Sprite "SRF3C0",1,1{} -Sprite "SRF3D0",1,1{} -Sprite "SRF3E0",1,1{} -Sprite "SRF3F0",1,1{} -Sprite "SRF3G0",1,1{} -Sprite "SRF3H0",1,1{} -Sprite "SRF3I0",1,1{} -Sprite "SRF3J0",1,1{} -Sprite "SRF4A0",1,1{} -Sprite "SRF4B0",1,1{} -Sprite "SRF4C0",1,1{} -Sprite "SRF4D0",1,1{} -Sprite "SRF4E0",1,1{} -Sprite "SRF4F0",1,1{} -Sprite "SRF4G0",1,1{} -Sprite "SRF4H0",1,1{} -Sprite "SRF4I0",1,1{} -Sprite "SRF4J0",1,1{} -Sprite "SRF5A0",1,1{} -Sprite "SRF5B0",1,1{} -Sprite "SRF5C0",1,1{} -Sprite "SRF5D0",1,1{} -Sprite "SRF5E0",1,1{} -Sprite "SRF5F0",1,1{} -Sprite "SRF5G0",1,1{} -Sprite "SRF5H0",1,1{} -Sprite "SRF5I0",1,1{} -Sprite "SRF5J0",1,1{} -Sprite "SRFDA0",1,1{} -Sprite "SRFDB0",1,1{} -Sprite "SRFDC0",1,1{} -Sprite "SRFDD0",1,1{} -Sprite "SRFDE0",1,1{} -Sprite "SRFDF0",1,1{} -Sprite "SRFDG0",1,1{} -Sprite "SMUZA0",1,1{} diff --git a/textures.transloc b/textures.transloc index cbc2d62..c5c0d36 100644 --- a/textures.transloc +++ b/textures.transloc @@ -1,84 +1,3 @@ Sprite "TLCPA0",1,1{} -Sprite "TLCPB0",1,1{} Sprite "TLCSA0",1,1{} -Sprite "TLCSB0",1,1{} -Sprite "TLCSC0",1,1{} -Sprite "TLCSD0",1,1{} -Sprite "TLCSE0",1,1{} -Sprite "TLCSF0",1,1{} -Sprite "TLCSG0",1,1{} -Sprite "TLCSH0",1,1{} -Sprite "TLCSI0",1,1{} -Sprite "TLCSJ0",1,1{} -Sprite "TLCSK0",1,1{} -Sprite "TLCSL0",1,1{} -Sprite "TLCFA0",1,1{} -Sprite "TLCFB0",1,1{} -Sprite "TLCFC0",1,1{} -Sprite "TLCFD0",1,1{} -Sprite "TLCFE0",1,1{} -Sprite "TLCFF0",1,1{} -Sprite "TLCFG0",1,1{} -Sprite "TLCFH0",1,1{} -Sprite "TLCFI0",1,1{} -Sprite "TLCFJ0",1,1{} -Sprite "TLCFK0",1,1{} -Sprite "TLCFL0",1,1{} -Sprite "TLCFM0",1,1{} -Sprite "TLCFN0",1,1{} -Sprite "TLCFO0",1,1{} -Sprite "TLCFP0",1,1{} -Sprite "TLCFQ0",1,1{} -Sprite "TLCFR0",1,1{} -Sprite "TLCFS0",1,1{} -Sprite "TLCIA0",1,1{} -Sprite "TLCIB0",1,1{} -Sprite "TLCDA0",1,1{} -Sprite "TLCDB0",1,1{} -Sprite "TLCDC0",1,1{} -Sprite "TLCDD0",1,1{} -Sprite "TLCDE0",1,1{} -Sprite "TLCDF0",1,1{} -Sprite "TLCDG0",1,1{} -Sprite "TLCTA0",1,1{} -Sprite "TLCTB0",1,1{} -Sprite "TLCTC0",1,1{} -Sprite "TLCTD0",1,1{} -Sprite "TLCTE0",1,1{} -Sprite "TLCTF0",1,1{} -Sprite "TLCTG0",1,1{} -Sprite "TLCTH0",1,1{} -Sprite "TLCTI0",1,1{} -Sprite "TLCTJ0",1,1{} -Sprite "TLCTK0",1,1{} -Sprite "TLCTL0",1,1{} -Sprite "TLCTM0",1,1{} -Sprite "TLD2A0",1,1{} -Sprite "TLD2B0",1,1{} -Sprite "TLD2C0",1,1{} -Sprite "TLD2D0",1,1{} -Sprite "TLD2E0",1,1{} -Sprite "TLD2F0",1,1{} -Sprite "TLD2G0",1,1{} -Sprite "TLI2A0",1,1{} -Sprite "TLI2B0",1,1{} -Sprite "TLI2C0",1,1{} -Sprite "TLI2D0",1,1{} -Sprite "TLI2E0",1,1{} -Sprite "TLI2F0",1,1{} -Sprite "TLI2G0",1,1{} -Sprite "TLI2H0",1,1{} -Sprite "TLI2I0",1,1{} -Sprite "TLI2J0",1,1{} -Sprite "TLI2K0",1,1{} -Sprite "TLI2L0",1,1{} -Sprite "TLI2M0",1,1{} -Sprite "TLI2N0",1,1{} -Sprite "TLI2O0",1,1{} -Sprite "TLI2P0",1,1{} -Sprite "TLI2Q0",1,1{} -Sprite "TLI2R0",1,1{} -Sprite "TLI2S0",1,1{} Sprite "TMODA0",1,1{} -Sprite "TMODB0",1,1{} -Sprite "TMODC0",1,1{} diff --git a/textures.warhead b/textures.warhead index 52a51c3..6c29051 100644 --- a/textures.warhead +++ b/textures.warhead @@ -1,39 +1,4 @@ Sprite "WMISA0",1,1{} Sprite "RDMPA0",1,1{} -Sprite "RDMPB0",1,1{} Sprite "RWAVA0",1,1{} -Sprite "RWAVB0",1,1{} Sprite "WARSA0",1,1{} -Sprite "WARSB0",1,1{} -Sprite "WARSC0",1,1{} -Sprite "WARSD0",1,1{} -Sprite "WARSE0",1,1{} -Sprite "WARSF0",1,1{} -Sprite "WARSG0",1,1{} -Sprite "WARSH0",1,1{} -Sprite "WARSI0",1,1{} -Sprite "WARSJ0",1,1{} -Sprite "WARSK0",1,1{} -Sprite "WARSL0",1,1{} -Sprite "WARSM0",1,1{} -Sprite "WARSN0",1,1{} -Sprite "WARSO0",1,1{} -Sprite "WARIA0",1,1{} -Sprite "WARIB0",1,1{} -Sprite "WARIC0",1,1{} -Sprite "WARID0",1,1{} -Sprite "WARIE0",1,1{} -Sprite "WARDA0",1,1{} -Sprite "WARDB0",1,1{} -Sprite "WARDC0",1,1{} -Sprite "WARDD0",1,1{} -Sprite "WARDE0",1,1{} -Sprite "WARDF0",1,1{} -Sprite "WARDG0",1,1{} -Sprite "WARFA0",1,1{} -Sprite "WARFB0",1,1{} -Sprite "WARFC0",1,1{} -Sprite "WARFD0",1,1{} -Sprite "WARFE0",1,1{} -Sprite "WARFF0",1,1{} -Sprite "WARFG0",1,1{} diff --git a/textures/fizzfull.png b/textures/fizzfull.png index a33a988..5aad6c4 100644 Binary files a/textures/fizzfull.png and b/textures/fizzfull.png differ diff --git a/textures/fizzside.png b/textures/fizzside.png index b25eb0f..699535c 100644 Binary files a/textures/fizzside.png and b/textures/fizzside.png differ diff --git a/textures/fizztop.png b/textures/fizztop.png index 51fed75..4714f75 100644 Binary files a/textures/fizztop.png and b/textures/fizztop.png differ diff --git a/zmapinfo.txt b/zmapinfo.txt index 4cd903d..34d8fa0 100644 --- a/zmapinfo.txt +++ b/zmapinfo.txt @@ -5,5 +5,6 @@ GameInfo StatusBarClass = "UTHud" BackpackType = "UTBackpack" BorderFlat = "TEMPBG" - Border = 0,0,"","","","","","","","" + Border = 3, 3, "BordTR", "BordT", "BordTL", "BordR", "BordL", "BordBR", "BordB", "BordBL" + MessageBoxClass = "UTMessageBox" } diff --git a/zscript.txt b/zscript.txt index 290e4d1..d176334 100644 --- a/zscript.txt +++ b/zscript.txt @@ -1,6 +1,9 @@ -version "4.2" +version "4.2.2" -#include "zscript/dt_matrix.zsc" +#include "zscript/dt_libeye/projector.txt" +#include "zscript/dt_libeye/projector gl.txt" +#include "zscript/dt_libeye/projector planar.txt" +#include "zscript/dt_libeye/viewport.txt" #include "zscript/dt_coordutil.zsc" #include "zscript/dt_quaternion.zsc" #include "zscript/utgore.zsc" diff --git a/zscript/armoritems.zsc b/zscript/armoritems.zsc index a629834..1d790a4 100644 --- a/zscript/armoritems.zsc +++ b/zscript/armoritems.zsc @@ -1,16 +1,34 @@ Class UTArmor : Armor { - int absorb; + int absorb, priority; Property ArmorAbsorption : absorb; + Property AbsorptionPriority : priority; Default { +INVENTORY.AUTOACTIVATE; +INVENTORY.UNTOSSABLE; - -INVENTORY.KEEPDEPLETED; + +INVENTORY.KEEPDEPLETED; +INVENTORY.ALWAYSPICKUP; } + override void AttachToOwner( Actor other ) + { + Super.AttachToOwner(other); + // find last armor that's better than us + Inventory found = null; + for ( Inventory i=other.Inv; i; i=i.Inv ) + { + if ( !(i is 'UTArmor') || (i == self) || (UTArmor(i).priority < priority) ) continue; + found = i; + } + if ( !found ) return; + // place ourselves right after it + Inventory saved = found.Inv; + found.Inv = self; + other.Inv = Inv; + Inv = saved; + } override void AbsorbDamage( int damage, Name damageType, out int newdamage ) { int saved; @@ -21,6 +39,12 @@ Class UTArmor : Armor newdamage -= saved; amount -= saved; damage = newdamage; + if ( amount <= 0 ) + { + if ( damage > 0 ) newdamage = ApplyDamageFactors(GetClass(),damageType,damage,damage); + DepleteOrDestroy(); + return; + } } if ( damage > 0 ) newdamage = ApplyDamageFactors(GetClass(),damageType,damage,damage); } @@ -42,6 +66,7 @@ Class UTArmorBonus : UTArmor Inventory.MaxAmount 50; Inventory.InterHubAmount 50; UTArmor.ArmorAbsorption 25; + UTArmor.AbsorptionPriority 1; Inventory.PickupMessage "$I_ARMORBONUS"; Inventory.PickupSound "misc/ut_shard"; } @@ -57,7 +82,7 @@ Class UTThighPads : UTArmor { override bool HandlePickup( Inventory item ) { - if ( item is 'UTThighPads' ) + if ( flak_vanillaarmor && (item is 'UTThighPads') ) { let s = Owner.FindInventory("UTShieldBelt"); if ( s ) @@ -81,6 +106,7 @@ Class UTThighPads : UTArmor Inventory.MaxAmount 50; Inventory.InterHubAmount 50; UTArmor.ArmorAbsorption 50; + UTArmor.AbsorptionPriority 7; Inventory.PickupMessage "$I_THIGHPADS"; Inventory.PickupSound "misc/ut_armor"; } @@ -96,7 +122,7 @@ Class UTBodyArmor : UTArmor { override bool HandlePickup( Inventory item ) { - if ( item is 'UTBodyArmor' ) + if ( flak_vanillaarmor && (item is 'UTBodyArmor') ) { let s = Owner.FindInventory("UTShieldBelt"); if ( s ) @@ -120,6 +146,7 @@ Class UTBodyArmor : UTArmor Inventory.MaxAmount 100; Inventory.InterHubAmount 100; UTArmor.ArmorAbsorption 75; + UTArmor.AbsorptionPriority 7; Inventory.PickupMessage "$I_BODYARMOR"; Inventory.PickupSound "misc/ut_armor"; } @@ -140,13 +167,17 @@ Class UTShieldBelt : UTArmor Owner.A_PlaySound("belt/absorb",CHAN_7); UTMainHandler.DoFlash(Owner,Color(80,255,224,0),5); } - int oldamt = amount; Super.AbsorbDamage(damage,damageType,newdamage); - if ( (oldamt > 0) && (amount <= 0) ) PrintPickupMessage(true,StringTable.Localize("$D_SHIELDBELT")); + } + override void DepleteOrDestroy() + { + if ( (amount <= 0) && Owner.CheckLocalView() ) + Console.Printf(StringTable.Localize("$D_SHIELDBELT")); + Super.DepleteOrDestroy(); } override bool HandlePickup( Inventory item ) { - if ( (item is 'UTBodyArmor') || (item is 'UTThighPads') ) + if ( flak_vanillaarmor && ((item is 'UTBodyArmor') || (item is 'UTThighPads')) ) { // sum up current amounts let a = Owner.FindInventory("UTBodyArmor"); @@ -167,8 +198,11 @@ Class UTShieldBelt : UTArmor override bool Use( bool pickup ) { // removes thigh pads and body armor like in UT - Owner.TakeInventory("UTThighPads",50); - Owner.TakeInventory("UTBodyArmor",150); + if ( flak_vanillaarmor ) + { + Owner.TakeInventory("UTThighPads",50); + Owner.TakeInventory("UTBodyArmor",150); + } return false; } Default @@ -180,6 +214,7 @@ Class UTShieldBelt : UTArmor Inventory.MaxAmount 150; Inventory.InterHubAmount 150; UTArmor.ArmorAbsorption 100; + UTArmor.AbsorptionPriority 10; Inventory.PickupMessage "$I_SHIELDBELT"; Inventory.PickupSound "belt/pickup"; Inventory.RespawnTics 2100; diff --git a/zscript/biorifle.zsc b/zscript/biorifle.zsc index 95cc6f2..f2911ea 100644 --- a/zscript/biorifle.zsc +++ b/zscript/biorifle.zsc @@ -6,7 +6,7 @@ Class BioAmmo : Ammo Inventory.PickupMessage "$I_BIOAMMO"; Inventory.Amount 25; Inventory.MaxAmount 100; - Ammo.BackpackAmount 50; + Ammo.BackpackAmount 15; Ammo.BackpackMaxAmount 200; Ammo.DropAmount 10; } @@ -116,7 +116,7 @@ Class BioHitbox : Actor Destroy(); return; } - SetOrigin(target.pos-(0,0,height*0.5),true); + SetOrigin(target.Vec3Offset(0,0,-height*0.5),true); } override bool CanCollideWith( Actor other, bool passive ) { @@ -144,28 +144,13 @@ Class BioLight : DynamicLight } } -Class BioXLight : DynamicLight +Class BioXLight : PaletteLight { - double lifetime; Default { - DynamicLight.Type "Point"; - Args 64,255,48,30; - } - override void PostBeginPlay() - { - Super.PostBeginPlay(); - lifetime = 1.0; - } - override void Tick() - { - Super.Tick(); - if ( isFrozen() ) return; - args[LIGHT_RED] = int(64*lifetime); - args[LIGHT_GREEN] = int(255*lifetime); - args[LIGHT_BLUE] = int(48*lifetime); - lifetime -= 0.05; - if ( lifetime <= 0 ) Destroy(); + Tag "ExplGreen"; + Args 0,0,0,30; + ReactionTime 20; } } @@ -256,7 +241,7 @@ Class BioGel : Actor } else if ( atsector ) // attempt to follow the movement of the plane { - SetOrigin(Vec2OffsetZ(0,0,atz+cursector.GetPlaneTexZ(atplane)),true); + SetOrigin(Vec2OffsetZ(0,0,atz+atsector.GetPlaneTexZ(atplane)),true); if ( ceilingz-floorz <= 2 ) deadtimer = min(deadtimer,0); } } @@ -285,9 +270,12 @@ Class BioGel : Actor SetStateLabel("XDeath"); } } - // align self to what surface was hit, currently does not support 3d floors + slopes properly + // align self to what surface was hit + // TODO handle plane collision within the very border between two + // sectors (most noticeable with moving 3d floors) virtual void AlignSelf() { + F3DFloor ff; bINTERPOLATEANGLES = false; bHITOWNER = true; A_NoGravity(); @@ -399,26 +387,58 @@ Class BioGel : Actor } else if ( BlockingFloor ) { - atsector = BlockingFloor; - atplane = 0; - normal = BlockingFloor.floorplane.Normal; + // find closest 3d floor for its normal + for ( int i=0; i 0 ) hittype = HIT_FLOOR; else if ( normal dot (0,0,-1) > 0.7 ) hittype = HIT_CEILING; @@ -440,8 +460,26 @@ Class BioGel : Actor // attempt to guess line part (upper/mid/lower) if ( !atline.sidedef[1] ) atpart = 0; // mid else if ( atline.sidedef[atside?0:1].sector.ceilingplane.ZAtPoint(pos.xy) < pos.z ) atpart = 1; // upper - else if ( atline.sidedef[atside?0:1].sector.floorplane.ZAtPoint(pos.xy) > pos.z ) atpart = -1; // lower - else atpart = 0; + else if ( atline.sidedef[atside?0:1].sector.floorplane.ZAtPoint(pos.xy) > (pos.z+height) ) atpart = -1; // lower + else + { + atpart = 0; + // check if we're touching a 3d floor line + Sector backsector = atline.sidedef[atside?0:1].sector; + for ( int i=0; i (pos.z+height) ) continue; + if ( backsector.Get3DFloor(i).top.ZAtPoint(pos.xy) < pos.z ) continue; + ff = backsector.Get3DFloor(i); + break; + } + // attach to it + if ( ff ) + { + atline = ff.master; + atside = 0; + } + } if ( atpart == 1 ) { if ( atline.flags&Line.ML_DONTPEGTOP ) atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(1); @@ -660,7 +698,7 @@ Class BioRifle : UTWeapon Vector3 x, y, z; double a, s; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); - Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-5.0*z; + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+8*y-5*z); Actor p; if ( alt ) { @@ -695,6 +733,7 @@ Class BioRifle : UTWeapon Weapon weap = Weapon(invoker); if ( !weap ) return; invoker.charge = 0; + invoker.special1 = 0; A_PlaySound("ges/charge",CHAN_WEAPON); invoker.bCharging = true; } @@ -702,6 +741,12 @@ Class BioRifle : UTWeapon { Weapon weap = Weapon(invoker); if ( !weap ) return; + if ( invoker.special1 > 0 ) + { + invoker.special1--; + return; + } + invoker.special1 = 2; UTMainHandler.DoSwing(self,(FRandom[GES](-1,1),FRandom[GES](-1,1)),0.02*invoker.charge,0,5,SWING_Spring,0,2); if ( invoker.charge >= 5.1 ) return; if ( weap.Ammo1.Amount <= 0 ) return; @@ -750,63 +795,26 @@ Class BioRifle : UTWeapon BIOF BCDEFGHI 1; Goto Idle; AltCheck: - TNT1 A 1; - TNT1 A 0 A_JumpIf(player.cmd.buttons&BT_ALTATTACK,"AltCheck"); - TNT1 A 0 A_Overlay(PSP_WEAPON,"AltRelease"); - TNT1 A 1; + TNT1 A 1 + { + if ( player.cmd.buttons&BT_ALTATTACK ) + return ResolveState(null); + player.SetPSprite(PSP_WEAPON,ResolveState("AltRelease")); + return ResolveState("Null"); + } Wait; AltFire: BIOC A 0 A_Overlay(-9999,"AltCheck"); BIOC A 4 A_BeginCharge(); - BIOC B 5 A_ChargeUp(); - BIOC CD 5; - BIOC E 0 A_Refire(1); - Goto AltRelease; - BIOC E 5 A_ChargeUp(); - BIOC FG 5; - BIOC H 0 A_Refire(1); - Goto AltRelease; - BIOC H 5 A_ChargeUp(); - BIOC IJ 5; - BIOC K 0 A_Refire(1); - Goto AltRelease; - BIOC K 5 A_ChargeUp(); - BIOC LM 5; - BIOC N 0 A_Refire(1); - Goto AltRelease; - BIOC N 5 A_ChargeUp(); - BIOC OP 5; - BIOC Q 0 A_Refire(1); - Goto AltRelease; - BIOC Q 5 A_ChargeUp(); - BIOC RS 5; - BIOC T 0 A_Refire(1); - Goto AltRelease; - BIOC T 5 A_ChargeUp(); - BIOC UV 5; - BIOC W 0 A_Refire(1); - Goto AltRelease; - BIOC W 5 A_ChargeUp(); - BIOC XY 5; - BIOC Z 0 A_Refire(1); - Goto AltRelease; - BIOC Z 5 A_ChargeUp(); - BIC2 AB 5; - BIC2 C 0 A_Refire(1); - Goto AltRelease; - BIC2 C 5 A_ChargeUp(); - BIC2 DE 5; - BIOM A 0 A_Refire(1); - Goto AltRelease; - AltHeld: + BIOC BCDEFGHIJKLMNOPQRSTUVWXYZ 5 A_ChargeUp(); + BIC2 ABCDE 5 A_ChargeUp(); BIOM A 1; - BIOM A 0 A_Refire("AltHeld"); + Wait; AltRelease: BIOE A 1 { invoker.charge = min(5.1,invoker.charge+0.1); A_Overlay(-9999,null); - A_WeaponOffset(0,32); // fix sudden psprite lowering if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3(); } diff --git a/zscript/chainsaw.zsc b/zscript/chainsaw.zsc index 7577b33..113ef40 100644 --- a/zscript/chainsaw.zsc +++ b/zscript/chainsaw.zsc @@ -48,7 +48,7 @@ Class ChainsawAmmo : Ammo Inventory.PickupMessage "$I_CHAINSAWAMMO"; Inventory.Amount 20; Inventory.MaxAmount 100; - Ammo.BackpackAmount 50; + Ammo.BackpackAmount 10; Ammo.BackpackMaxAmount 100; Ammo.DropAmount 20; } @@ -65,10 +65,9 @@ Class UTChainsaw : UTWeapon double sawcnt; double ammocharge; - override void Tick() + override void DoEffect() { Super.Tick(); - if ( !Owner ) return; if ( flak_sawammo ) { AmmoType1 = "ChainsawAmmo"; @@ -127,41 +126,52 @@ Class UTChainsaw : UTWeapon A_QuakeEx(2,2,2,2,0,1,"",QF_RELATIVE,rollIntensity:0.15); UTMainHandler.DoSwing(self,(FRandom[Chainsaw](-1,1),FRandom[Chainsaw](-1,1)),0.6,-0.2,2,SWING_Spring); invoker.sawcnt += 1./TICRATE; - if ( invoker.sawcnt < 0.15 ) return; - invoker.sawcnt = 0; - invoker.FireEffect(); - A_AlertMonsters(); - Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); - Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x-4.0*z; - FLineTraceData d; - LineTrace(angle,90,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); - if ( d.HitType == TRACE_HitActor ) + if ( invoker.sawcnt > 0.15 ) { - int dmg = 20; - dmg = d.HitActor.DamageMobj(invoker,self,dmg,'slashed',DMG_USEANGLE,atan2(d.HitDir.y,d.HitDir.x)); - d.HitActor.vel -= x*(500/d.HitActor.mass); - vel += x*(100/mass); - if ( d.HitActor.player ) d.HitActor.A_QuakeEx(5,5,5,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.25); - if ( d.HitActor.bNOBLOOD ) + invoker.sawcnt = 0; + invoker.FireEffect(); + A_AlertMonsters(); + Vector3 x, y, z; + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-4*z); + FLineTraceData d; + LineTrace(angle,90,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); + if ( d.HitType == TRACE_HitActor ) + { + int dmg = 20; + dmg = d.HitActor.DamageMobj(invoker,self,dmg,'slashed',DMG_USEANGLE,atan2(d.HitDir.y,d.HitDir.x)); + d.HitActor.vel -= x*(500/d.HitActor.mass); + vel += x*(100/mass); + if ( d.HitActor.player ) d.HitActor.A_QuakeEx(5,5,5,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.25); + if ( d.HitActor.bNOBLOOD ) + { + let p = Spawn("SawImpact",d.HitLocation-d.HitDir*4); + p.angle = atan2(d.HitDir.y,d.HitDir.x); + p.pitch = asin(-d.HitDir.z); + } + else + { + d.HitActor.TraceBleed(dmg,invoker); + d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg); + } + } + else if ( d.HitType != TRACE_HitNone ) { let p = Spawn("SawImpact",d.HitLocation-d.HitDir*4); p.angle = atan2(d.HitDir.y,d.HitDir.x); p.pitch = asin(-d.HitDir.z); - } - else - { - d.HitActor.TraceBleed(dmg,invoker); - d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg); + if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4); } } - else if ( d.HitType != TRACE_HitNone ) + bool quitout = false; + if ( invoker.Ammo1 && (invoker.Ammo1.Amount <= 0) ) { - let p = Spawn("SawImpact",d.HitLocation-d.HitDir*4); - p.angle = atan2(d.HitDir.y,d.HitDir.x); - p.pitch = asin(-d.HitDir.z); - if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4); + A_StopSound(CHAN_6); + A_PlaySound("chainsaw/lower",CHAN_WEAPON); + quitout = true; } + else if ( !(player.cmd.buttons&BT_ATTACK) ) quitout = true; + if ( quitout ) player.SetPSprite(PSP_WEAPON,ResolveState("Release")); } action void A_SawSwipe( bool initial = false ) { @@ -172,7 +182,7 @@ Class UTChainsaw : UTWeapon A_AlertMonsters(); Vector3 x, y, z; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); - Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x-2.0*z; + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2*z); FLineTraceData d; double ang = (angle-60)+120*invoker.sawcnt; LineTrace(ang,90,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); @@ -209,7 +219,8 @@ Class UTChainsaw : UTWeapon override void DetachFromOwner() { if ( Owner ) Owner.A_StopSound(CHAN_6); - A_PlaySound("chainsaw/lower",CHAN_6); + if ( !Ammo1 || (Ammo1.Amount > 0) ) + A_PlaySound("chainsaw/lower",CHAN_6); Super.DetachFromOwner(); } action void A_Vibrate( bool bAlt = false ) @@ -226,7 +237,7 @@ Class UTChainsaw : UTWeapon if ( bAlt || Random[Chainsaw](0,2) ) return; Vector3 x, y, z; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); - Vector3 origin = (pos.x,pos.y,player.viewz)+5.0*x+1.0*y-3.0*z; + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),5*x+y-3*z); for ( int i=0; i<5; i++ ) { let s = Spawn("UTViewSmoke",origin); @@ -238,21 +249,6 @@ Class UTChainsaw : UTWeapon UTViewSmoke(s).vvel += (0,-0.2,0); } } - action state A_SawRefire( statelabel flash = null ) - { - if ( invoker.Ammo1 && (invoker.Ammo1.Amount <= 0) ) - { - A_ClearRefire(); - A_StopSound(CHAN_6); - A_PlaySound("chainsaw/lower",CHAN_WEAPON); - return ResolveState("Release"); - } - else - { - A_Refire(flash); - return ResolveState(null); - } - } Default { Tag "$T_CHAINSAW"; @@ -326,45 +322,10 @@ Class UTChainsaw : UTWeapon Fire: CSWJ A 1 A_PlaySound("chainsaw/fire",CHAN_6,looping:true); CSWJ BCDEF 1 A_Vibrate(); + Goto Hold; Hold: - CSWJ G 1 A_SawHit(); - CSWJ H 0 A_SawRefire(1); - Goto Release; - CSWJ H 1 A_SawHit(); - CSWJ I 0 A_SawRefire(1); - Goto Release; - CSWJ I 1 A_SawHit(); - CSWJ J 0 A_SawRefire(1); - Goto Release; - CSWJ J 1 A_SawHit(); - CSWJ K 0 A_SawRefire(1); - Goto Release; - CSWJ K 1 A_SawHit(); - CSWJ L 0 A_SawRefire(1); - Goto Release; - CSWJ L 1 A_SawHit(); - CSWJ M 0 A_SawRefire(1); - Goto Release; - CSWJ M 1 A_SawHit(); - CSWJ N 0 A_SawRefire(1); - Goto Release; - CSWJ N 1 A_SawHit(); - CSWJ O 0 A_SawRefire(1); - Goto Release; - CSWJ O 1 A_SawHit(); - CSWJ P 0 A_SawRefire(1); - Goto Release; - CSWJ P 1 A_SawHit(); - CSWJ Q 0 A_SawRefire(1); - Goto Release; - CSWJ Q 1 A_SawHit(); - CSWJ R 0 A_SawRefire(1); - Goto Release; - CSWJ R 1 A_SawHit(); - CSWJ S 0 A_SawRefire(1); - Goto Release; - CSWJ S 1 A_SawHit(); - CSWJ G 0 A_SawRefire("Hold"); + CSWJ GHIJKLMNOPQRS 1 A_SawHit(); + Loop; Release: CSWJ FEDCBA 1 A_Vibrate(); Goto Idle; diff --git a/zscript/compat.zsc b/zscript/compat.zsc index 76015b4..60d22be 100644 --- a/zscript/compat.zsc +++ b/zscript/compat.zsc @@ -95,27 +95,27 @@ Class ActUDamage : UTActivatable } } -Class ActShieldBelt : UTActivatable +Class ActUTInvulnerability : UTActivatable { Default { - Tag "$T_SHIELDBELT"; - Inventory.Icon "ItemBelt"; - Inventory.PickupMessage "$I_SHIELDBELT"; + Tag "$T_UTINVUL"; + Inventory.Icon "ItemInvl"; + Inventory.PickupMessage "$I_UTINVUL"; +COUNTITEM; +INVENTORY.BIGPOWERUP; - UTActivatable.GiveItem "UTShieldBelt"; - Inventory.RespawnTics 2100; + UTActivatable.GiveItem "UTInvulnerability"; + Inventory.RespawnTics 4200; } States { Spawn: - BELT A -1; + UKEY A -1; Stop; } } -Class ActInvisibility : UTActivatable +Class ActUTInvisibility : UTActivatable { Default { @@ -142,6 +142,33 @@ Class ActInvisibility : UTActivatable } } +Class ActUTNightVision : UTActivatable +{ + Default + { + Tag "$T_UTVISION"; + Inventory.Icon "ItemLite"; + Inventory.PickupMessage "$I_UTVISION"; + +COUNTITEM; + +INVENTORY.BIGPOWERUP; + UTActivatable.GiveItem "UTNightVision"; + Inventory.RespawnTics 4200; + } + override void PostBeginPlay() + { + Super.PostBeginPlay(); + tracer = Spawn("UTNightVisionX",pos); + tracer.angle = angle; + tracer.target = self; + } + States + { + Spawn: + UKEY A -1; + Stop; + } +} + Class ActJumpBoots : UTActivatable { Default @@ -160,25 +187,6 @@ Class ActJumpBoots : UTActivatable } } -Class ActSearchlight : UTActivatable -{ - Default - { - Tag "$T_SEARCHLIGHT"; - Inventory.Icon "ItemLite"; - Inventory.PickupMessage "$I_SEARCHLIGHT"; - +COUNTITEM; - UTActivatable.GiveItem "Searchlight"; - Inventory.RespawnTics 1050; - } - States - { - Spawn: - SLIT A -1; - Stop; - } -} - // These have to be subclassed from HealthPickup for auto-use Class UTActivatableHealth : HealthPickup { diff --git a/zscript/dt_coordutil.zsc b/zscript/dt_coordutil.zsc index 8b40d72..ec5c766 100644 --- a/zscript/dt_coordutil.zsc +++ b/zscript/dt_coordutil.zsc @@ -7,69 +7,6 @@ Class dt_CoordUtil { - // projects a world point onto screen - // view matrix setup mostly pulled from gutawer's code - static Vector3 WorldToScreen( Vector3 vect, Vector3 eye, double pitch, double yaw, double roll, double vfov ) - { - double ar = Screen.getWidth()/double(Screen.getHeight()); - double fovr = (ar>=1.3)?1.333333:ar; - double fov = 2*atan(tan(clamp(vfov,5,170)*0.5)/fovr); - float pr = level.pixelstretch; - double angx = cos(pitch); - double angy = sin(pitch)*pr; - double alen = sqrt(angx*angx+angy*angy); - double apitch = asin(angy/alen); - double ayaw = yaw-90; - // rotations - dt_Matrix4 mRoll = dt_Matrix4.rotate((0,0,1),roll); - dt_Matrix4 mPitch = dt_Matrix4.rotate((1,0,0),apitch); - dt_Matrix4 mYaw = dt_Matrix4.rotate((0,-1,0),ayaw); - // scaling - dt_Matrix4 mScale = dt_Matrix4.identity(); - mScale.set(1,1,pr); - // YZ swap - dt_Matrix4 mYZ = dt_Matrix4.create(); - mYZ.set(0,0,1); - mYZ.set(2,1,1); - mYZ.set(1,2,-1); - mYZ.set(3,3,1); - // translation - dt_Matrix4 mMove = dt_Matrix4.identity(); - mMove.set(3,0,-eye.x); - mMove.set(3,1,-eye.y); - mMove.set(3,2,-eye.z); - // perspective - dt_Matrix4 mPerspective = dt_Matrix4.perspective(fov,ar,5,65535); - // full matrix - dt_Matrix4 mView = mRoll.mul(mPitch); - mView = mView.mul(mYaw); - mView = mView.mul(mScale); - mView = mView.mul(mYZ); - mView = mView.mul(mMove); - dt_Matrix4 mWorldToScreen = mPerspective.mul(mView); - return mWorldToScreen.vmat(vect); - } - - // converts a projected screen position to 2D canvas coords - // thanks once again to gutawer for making this thing screenblocks-aware - // [NEW] added second return value: true if the point has valid depth (i.e.: it's not behind view) - // [TODO] handle forced aspect ratio (e.g.: 320x200 scaling) - static Vector2, bool ToViewport( Vector3 screenpos, bool scrblocks = true ) - { - if ( scrblocks ) - { - int winx, winy, winw, winh; - [winx,winy,winw,winh] = Screen.getViewWindow(); - int sh = Screen.getHeight(); - int ht = sh; - int screenblocks = CVar.GetCVar("screenblocks",players[consoleplayer]).getInt(); - if ( screenblocks < 10 ) ht = (screenblocks*sh/10)&~7; - int bt = sh-(ht+winy-((ht-winh)/2)); - return (winx,sh-bt-ht)+((screenpos.x+1)*winw,(-screenpos.y+1)*ht)*0.5, (screenpos.z<=1.0); - } - else return ((screenpos.x+1)*Screen.getWidth(),(-screenpos.y+1)*Screen.getHeight())*0.5, (screenpos.z<=1.0); - } - // In Tim Sweeney's own words: "transform by a pitch-yaw-roll rotation" static Vector3, Vector3, Vector3 GetUnAxes( double pitch, double yaw, double roll ) { diff --git a/zscript/dt_libeye/libeye.txt b/zscript/dt_libeye/libeye.txt new file mode 100644 index 0000000..43bd070 --- /dev/null +++ b/zscript/dt_libeye/libeye.txt @@ -0,0 +1,58 @@ + libeye (for projection and deprojection) + written by KeksDose / MemeDose (May 2019) + (updated July 2019) + +All rights etc. etc. who cares, you may reuse this as you wish and edit it, and +leave this note intact. + + // + // + /////(( + @@////////// (( + (( %////((///// (( (( (( + (( @@//(((/////// ((( ////////////// (( + ( /////////////////////////(((((((////////// (( + @@///@@@@@@//////////(((((((((//@@@////////// (( + (( ///// /////((((((((((((((//@@% %%@/////////// (( + //////////((((((((((((((//////((((( %%@@////////// (( + ((%%//////////@@%% @@//(((((((/// ( (((( %%///////// ( + (( ////////@@ ((( @@//(((((((///// (( ( @@///////// + ((/////////@ (( (( @@/(((((((///// (( (( @@/((((///(( + (( ///((//@@ (( (( %@@@@@@////////// (((( /((((/// (( + ((/////((//%%( ////%%%@@////////// @//((((/// + ////(((// ///////// //@@/////////////////(((((// + ( ////(((////( //////////////////////@@@@////////////(((((////(( + ////(((((((// //////////////////////////// %%@@///(((((((((// ( + //(((((((((/////////////////// //////////// %%@//(((((((//// (( + //(((((((((((////////////((/// /////////////// @@//(((((((/// + //(((((((((((////////(( /////////((//////////// ( //(((((((/////// + //((((((( ((///////( ##### ////( ((/////// ( @@//(((((/////// + //((((((( (((//////((( ### (((( ##### ((/////// (( //(((///////@@ + //((((((((((((@@/////////(((((((((((((((((((((///// ///////////% (( + //((((((((((((%% ///////((((((((((((//////// //////////////@@%% (( + @@//(((((((((/%%(( /////////////////////// ///////////////// ((( + ( //(((((((((/ (( /////////////////////// + %%//(((((((///(( (( //////////////@///////%% + (( @@/((((((///(( (( //////////////@@%% /////// (( + (( /(((((((// ( //////////////@%% //////%(( + (( @@//(((////(( (( /////(((((((///@@ ((( /////// ( + ( @@(((((// ( ////(((((((///@@% (((( /////////%%(( + ((%%//(((/////////(((((((//@%% //////////%% (( + ((////(((((///////(((((///////////////////////% (( + ( ////(((((/////(((((((((//////////((((///@@%% (( + ////(((//////@//////(((((((((((((////@@@%% ( + (( /////////@@%% %%@@@@@@@@@@@@@@@@@@@%% (( + (( @@@@@%% (( + (( ((( + + + + %%//% + ( //((/ (( + ( ///////(( + ( ///////(( + ///// (( + // + // + + (( ///// (( \ No newline at end of file diff --git a/zscript/dt_libeye/projector gl.txt b/zscript/dt_libeye/projector gl.txt new file mode 100644 index 0000000..97f1687 --- /dev/null +++ b/zscript/dt_libeye/projector gl.txt @@ -0,0 +1,150 @@ +/* kd: + + In open-gl, your screen rotates nicely and you can do mostly what you know + to be sane. It's all about making a rotation of your view and using what + you know about right triangles. + + */ + +class dtLe_GlScreen : dtLe_ProjScreen { + protected vector3 forw_unit; + protected vector3 right_unit; + protected vector3 down_unit; + + override void Reorient (vector3 world_view_pos, vector3 world_ang) { + + // kd: Pitch is a weird gzd joke. It's probably to compensate looking + // speed and all. After that, you see what makes this fast. + world_ang.y = VectorAngle( + cos(world_ang.y), + sin(world_ang.y) * pixel_stretch); + + + super.Reorient(world_view_pos, world_ang); + + let cosang = cos(world_ang.x); + let cosvang = cos(world_ang.y); + let cosrang = cos(world_ang.z); + let sinang = sin(world_ang.x); + let sinvang = sin(world_ang.y); + let sinrang = sin(world_ang.z); + + let right_no_roll = ( + sinang, + - cosang, + 0); + + let down_no_roll = ( + - sinvang * cosang, + - sinvang * sinang, + - cosvang); + + forw_unit = ( + cosvang * cosang, + cosvang * sinang, + - sinvang); + + down_unit = cosrang * down_no_roll - sinrang * right_no_roll; + right_unit = cosrang * right_no_roll + sinrang * down_no_roll; + } + + // kd: Projection handling. These get called to make stuff a little faster, + // since you may wanna project many many times. + protected vector3 forw_in; + protected vector3 right_in; + protected vector3 down_in; + + override void BeginProjection () { + forw_in = forw_unit; + right_in = right_unit / tan_fov_2.x; + down_in = down_unit / tan_fov_2.y; + + forw_in.z *= pixel_stretch; + right_in.z *= pixel_stretch; + down_in.z *= pixel_stretch; + } + + override void ProjectWorldPos (vector3 world_pos) { + diff = levellocals.vec3diff(view_pos, world_pos); + proj_pos = (diff dot right_in, diff dot down_in); + depth = diff dot forw_in; + } + + override void ProjectActorPos (Actor mo, vector3 offset, double t) { + let inter_pos = mo.prev + t * (mo.pos - mo.prev); + diff = levellocals.vec3diff(view_pos, inter_pos + offset); + proj_pos = (diff dot right_in, diff dot down_in); + depth = diff dot forw_in; + } + + override void ProjectActorPosPortal (Actor mo, vector3 offset, double t) { + let inter_pos = mo.prev + t * levellocals.vec3diff(mo.prev, mo.pos); + diff = levellocals.vec3diff(view_pos, inter_pos + offset); + proj_pos = (diff dot right_in, diff dot down_in); + depth = diff dot forw_in; + } + + override vector2 ProjectToNormal () const { + return proj_pos / depth; + } + + override vector2 ProjectToScreen () const { + let normal_pos = proj_pos / depth + (1, 1); + + return 0.5 * ( + normal_pos.x * resolution.x, + normal_pos.y * resolution.y); + } + + override vector2 ProjectToCustom ( + vector2 origin, + vector2 resolution) const { + let normal_pos = proj_pos / depth + (1, 1); + + return origin + 0.5 * ( + normal_pos.x * resolution.x, + normal_pos.y * resolution.y); + } + + // kd: Same deal but backwards-ish. + protected vector3 forw_out; + protected vector3 right_out; + protected vector3 down_out; + + override void BeginDeprojection () { + + // kd: Same deal as above, but reversed. This time, we're compensating + // for what we rightfully assume is a projected position. + forw_out = forw_unit; + right_out = right_unit * tan_fov_2.x; + down_out = down_unit * tan_fov_2.y; + + forw_out.z /= pixel_stretch; + right_out.z /= pixel_stretch; + down_out.z /= pixel_stretch; + } + + override vector3 DeprojectNormalToDiff ( + vector2 normal_pos, + double depth) const { + return depth * ( + forw_out + + normal_pos.x * right_out + + normal_pos.y * down_out); + } + + override vector3 DeprojectScreenToDiff ( + vector2 screen_pos, + double depth) const { + + // kd: Same thing... + let normal_pos = 2 * ( + screen_pos.x / resolution.x, + screen_pos.y / resolution.y) - (1, 1); + + return depth * ( + forw_out + + normal_pos.x * right_out + + normal_pos.y * down_out); + } +} \ No newline at end of file diff --git a/zscript/dt_libeye/projector planar.txt b/zscript/dt_libeye/projector planar.txt new file mode 100644 index 0000000..0f00bf6 --- /dev/null +++ b/zscript/dt_libeye/projector planar.txt @@ -0,0 +1,125 @@ +/* kd: + + This does projection stuff in Carmack / software renderer. It's conceptually + simpler, but nonetheless a little tricky to understand if you're + used to open-gl. + + */ + +class dtLe_SwScreen : dtLe_ProjScreen { + + // kd: Less info necessary than for open-gl, but it's there. + protected vector2 right_planar_unit; + protected vector3 forw_planar_unit; + + override void Reorient (vector3 world_view_pos, vector3 world_ang) { + super.Reorient(world_view_pos, world_ang); + + right_planar_unit = ( + sin(view_ang.x), + - cos(view_ang.x)); + + forw_planar_unit = ( + - right_planar_unit.y, + right_planar_unit.x, + tan(view_ang.y)); + } + + // kd: Projection: + protected vector3 forw_planar_in; + protected vector2 right_planar_in; + + override void BeginProjection () { + + // kd: This doesn't cause any imprecisions. It also prevents two + // multiplications with every projection. + right_planar_in = right_planar_unit / tan_fov_2.x; + forw_planar_in = forw_planar_unit; + } + + override void ProjectWorldPos (vector3 world_pos) { + + // kd: Your view is flat. If you pitch up or down, imagine that all the + // actors move up and down in reality. That's effectively how it works. + // You can see this in the addition to diff.z. + diff = levellocals.vec3diff(view_pos, world_pos); + depth = forw_planar_in.xy dot diff.xy; + diff.z += forw_planar_in.z * depth; + proj_pos = ( + right_planar_in dot diff.xy, + - pixel_stretch * diff.z / tan_fov_2.y); + } + + override void ProjectActorPos (Actor mo, vector3 offset, double t) { + let inter_pos = mo.prev + t * (mo.pos - mo.prev); + ProjectWorldPos(inter_pos + offset); + } + + override void ProjectActorPosPortal (Actor mo, vector3 offset, double t) { + let inter_pos = mo.prev + t * levellocals.vec3diff(mo.prev, mo.pos); + ProjectWorldPos(inter_pos + offset); + } + + override vector2 ProjectToNormal () const { + return proj_pos / depth; + } + + override vector2 ProjectToScreen () const { + let normal_pos = proj_pos / depth + (1, 1); + + return 0.5 * ( + normal_pos.x * resolution.x, + normal_pos.y * resolution.y); + } + + override vector2 ProjectToCustom ( + vector2 origin, + vector2 resolution) const { + let normal_pos = proj_pos / depth + (1, 1); + + return origin + 0.5 * ( + normal_pos.x * resolution.x, + normal_pos.y * resolution.y); + } + + // kd: Just as simple. You again assume you are trying to reverse a + // projected position from the screen back into the world. + protected vector3 forw_planar_out; + protected vector3 right_planar_out; + protected vector3 down_planar_out; + + override void BeginDeprojection () { + forw_planar_out.xy = forw_planar_unit.xy; + forw_planar_out.z = 0; + right_planar_out.xy = tan_fov_2.x * right_planar_unit; + right_planar_out.z = 0; + down_planar_out = ( + 0, + 0, + tan_fov_2.y / pixel_stretch); + } + + override vector3 DeprojectNormalToDiff ( + vector2 normal_pos, + double depth) const { + return depth * ( + forw_planar_out + + normal_pos.x * right_planar_out + + - (0, 0, forw_planar_unit.z) - normal_pos.y * down_planar_out); + } + + override vector3 DeprojectScreenToDiff ( + vector2 screen_pos, + double depth) const { + + // kd: Same thing... + let normal_pos = 2 * ( + screen_pos.x / resolution.x, + screen_pos.y / resolution.y) - (1, 1); + + return depth * ( + forw_planar_out + + normal_pos.x * right_planar_out + + - (0, 0, forw_planar_unit.z) - normal_pos.y * down_planar_out); + } +} \ No newline at end of file diff --git a/zscript/dt_libeye/projector.txt b/zscript/dt_libeye/projector.txt new file mode 100644 index 0000000..c888950 --- /dev/null +++ b/zscript/dt_libeye/projector.txt @@ -0,0 +1,193 @@ +/* kd: + + Here's how to do projections and deprojections. You'd use the subclasses + to do anything worthwhile. You may project world to screen and backwards. + + */ + +class dtLe_ProjScreen { + + // kd: Screen info + protected vector2 resolution; + protected vector2 origin; + protected vector2 tan_fov_2; + protected double pixel_stretch; + protected double aspect_ratio; + + // kd: Setup calls which you'll need to call at least once. + void CacheResolution () { + CacheCustomResolution((Screen.GetWidth(), Screen.GetHeight()) ); + } + + void CacheCustomResolution (vector2 new_resolution) { + + // kd: This is for convenience and converting normal <-> screen pos. + resolution = new_resolution; + + // kd: This isn't really necessary but I kinda like it. + pixel_stretch = level.pixelstretch; + + // kd: Get the aspect ratio. 5:4 is handled just like 4:3... I GUESS + // this'll do. + aspect_ratio = max(4.0 / 3, Screen.GetAspectRatio()); + } + + double AspectRatio () const { + return aspect_ratio; + } + + // kd: Once you know you got screen info, you can call this whenever your + // fov changes. Like CacheFov(player.fov) will do. + void CacheFov (double hor_fov = 90) { + + // kd: This holds: aspect ratio = tan(horizontal fov) / tan(ver fov). + // gzd always uses hor fov, but the fov only holds in 4:3 (in a 4:3 box + // in your screen centre), so we just extend it. + tan_fov_2.x = tan(hor_fov / 2) * aspect_ratio / (4.0 / 3); + tan_fov_2.y = tan_fov_2.x / aspect_ratio; + } + + // kd: Also need some view info. Angle is yaw, pitch, roll in world format + // so positive pitch is up. Call one of the following functions. + protected vector3 view_ang; + protected vector3 view_pos; + + ui void OrientForRenderOverlay (RenderEvent event) { + Reorient( + event.viewpos, ( + event.viewangle, + event.viewpitch, + event.viewroll)); + } + + ui void OrientForRenderUnderlay (RenderEvent event) { + Reorient( + event.viewpos, ( + event.viewangle, + event.viewpitch, + event.viewroll)); + } + + void OrientForPlayer (PlayerInfo player) { + Reorient( + player.mo.vec3offset(0, 0, player.viewheight), ( + player.mo.angle, + player.mo.pitch, + player.mo.roll)); + } + + virtual void Reorient (vector3 world_view_pos, vector3 world_ang) { + view_ang = world_ang; + view_pos = world_view_pos; + } + + // kd: Now we can do projections and such (position in the level, go to + // your screen). + protected double depth; + protected vector2 proj_pos; + protected vector3 diff; + + virtual void BeginProjection () {} + virtual void ProjectWorldPos (vector3 world_pos) {} + virtual void ProjectActorPos ( + Actor mo, + vector3 offset = (0,0,0), + double t = 1) {} + + // kd: Portal aware version. + virtual void ProjectActorPosPortal ( + Actor mo, + vector3 offset = (0,0,0), + double t = 1) {} + + virtual vector2 ProjectToNormal () const { return (0, 0); } + virtual vector2 ProjectToScreen () const { return (0, 0); } + + virtual vector2 ProjectToCustom ( + vector2 origin, + vector2 resolution) const { + return (0, 0); + } + + bool IsInFront () const { + return 0 < depth; + } + + bool IsInScreen () const { + if( proj_pos.x < -depth || depth < proj_pos.x || + proj_pos.y < -depth || depth < proj_pos.y) { + return false; + } + + return true; + } + + // kd: Deprojection (point on screen, go into the world): + virtual void BeginDeprojection () {} + + virtual vector3 DeprojectNormalToDiff ( + vector2 normal_pos, + double depth = 1) const { + return (0, 0, 0); + } + + virtual vector3 DeprojectScreenToDiff ( + vector2 screen_pos, + double depth = 1) const { + return (0, 0, 0); + } + + virtual vector3 DeprojectCustomToDiff ( + vector2 origin, + vector2 resolution, + vector2 screen_pos, + double depth = 1) const { + return (0, 0, 0); + } + + // kd: A normal position is in the -1 <= x, y <= 1 range on your screen. + // This will be your screen no matter the resolution: + + /* + + (-1, -1) -- --- --- (0, -1) --- --- --- --- (1, -1) + | | + | | + | | + (-1, 0) (0, 0) (1, 0) + | | + | | + | | + (-1, 1) --- --- --- (0, 1) --- --- --- --- (1, 1) + + */ + + // So this scales such a position back into your drawing resolution. + + vector2 NormalToScreen (vector2 normal_pos) const { + normal_pos = 0.5 * (normal_pos + (1, 1)); + return ( + normal_pos.x * resolution.x, + normal_pos.y * resolution.y); + } + + // kd: And this brings a screen position to normal. Make sure the resolution + // is the same for your cursor. + + vector2 ScreenToNormal (vector2 screen_pos) const { + screen_pos = ( + screen_pos.x / resolution.x, + screen_pos.y / resolution.y); + return 2 * screen_pos - (1, 1); + } + + // kd: Other interesting stuff. + + vector3 Difference () const { + return diff; + } + + double Distance () const { + return diff.length(); + } +} diff --git a/zscript/dt_libeye/viewport.txt b/zscript/dt_libeye/viewport.txt new file mode 100644 index 0000000..e495922 --- /dev/null +++ b/zscript/dt_libeye/viewport.txt @@ -0,0 +1,141 @@ +/* kd: + + This helps repositioning the view port for stuff like screen blocks. It's a + little more than that, cuz it can also determine stuff like, "is this scene + position in the viewport?" Cuz the scene doesn't necessarily match the + viewport. + + Well yea... see the examples. Imagine how annoying it is to even get this + idea to begin with. + + */ + +struct dtLe_Viewport { + + private vector2 scene_origin; + private vector2 scene_size; + + private vector2 viewport_origin; + private vector2 viewport_bound; + private vector2 viewport_size; + + private double scene_aspect; + private double viewport_aspect; + + private double scale_f; + private vector2 scene_to_viewport; + + ui void FromHud () const { + scene_aspect = Screen.GetAspectRatio(); + + vector2 hud_origin; + vector2 hud_size; + + [hud_origin.x, hud_origin.y, hud_size.x, hud_size.y] = + Screen.GetViewWindow(); + + let window_resolution = ( + Screen.GetWidth(), + Screen.GetHeight()); + + let window_to_normal = ( + 1.0 / window_resolution.x, + 1.0 / window_resolution.y); + + viewport_origin = ( + window_to_normal.x * hud_origin.x, + window_to_normal.y * hud_origin.y); + + viewport_size = ( + window_to_normal.x * hud_size.x, + window_to_normal.y * hud_size.y); + + viewport_aspect = hud_size.x / hud_size.y; + + viewport_bound = viewport_origin + viewport_size; + + // kd: The scene is what is actually rendered. It's not always the same + // as the viewport. When the statusbar comes into play, the scene is + // obscured by the viewport being too small. + + // Example: Compare screenblocks 11 against screenblocks 10 in unmodded + // Doom. You will notice that the scaling of the 3d world is the same, + // but it's moved up by half the height of the statusbar. + + // That makes this viewport stuff kinda really annoying to deal with. + + // Also statusbar.getsomethingfromstatusbar, really really nice naming. + + let statusbar_height = + (window_resolution.y - Statusbar.GetTopOfStatusbar()) / window_resolution.y; + + scale_f = hud_size.x / window_resolution.x; + + scene_aspect = Screen.GetAspectRatio(); + + let offset = 10 < screenblocks ? 0 : 0.5 * statusbar_height; + + scene_size = ( + scale_f, + scale_f); + + scene_origin = viewport_origin - (0, 0.5 * (scene_size.y - viewport_size.y)); + + scene_to_viewport = ( + viewport_size.x / scene_size.x, + viewport_size.y / scene_size.y); + } + + // kd: Is the scene pos (normal, just like projected normal) inside the + // view port? If yes, it's visible in the 3d world, even through resizing. + bool IsInside (vector2 scene_pos) const { + let normal_pos = scene_origin + ( + scene_size.x * 0.5 * (1 + scene_pos.x), + scene_size.y * 0.5 * (1 + scene_pos.y)); + + if( normal_pos.x < viewport_origin.x || viewport_bound.x < normal_pos.x || + normal_pos.y < viewport_origin.y || viewport_bound.y < normal_pos.y) { + return false; + } + + return true; + } + + // kd: Use these for drawing (and make sure the aspect ratios match). + vector2 SceneToCustom (vector2 scene_pos, vector2 resolution) const { + let normal_pos = 0.5 * ( + (scene_pos.x + 1) * scene_size.x, + (scene_pos.y + 1) * scene_size.y); + + return ( + (scene_origin.x + normal_pos.x) * resolution.x, + (scene_origin.y + normal_pos.y) * resolution.y); + } + + vector2 SceneToWindow (vector2 scene_pos) const { + return SceneToCustom( + scene_pos, + (Screen.GetWidth(), Screen.GetHeight()) ); + } + + vector2 ViewportToCustom (vector2 viewport_pos, vector2 resolution) const { + let normal_pos = 0.5 * ( + (viewport_pos.x + 1) * viewport_size.x, + (viewport_pos.y + 1) * viewport_size.y); + + + return ( + (viewport_origin.x + normal_pos.x) * resolution.x, + (viewport_origin.y + normal_pos.y) * resolution.y); + } + + vector2 ViewportToWindow (vector2 viewport_pos) const { + return ViewportToCustom( + viewport_pos, + (Screen.GetWidth(), Screen.GetHeight()) ); + } + + double Scale () const { + return scale_f; + } +} \ No newline at end of file diff --git a/zscript/dt_matrix.zsc b/zscript/dt_matrix.zsc deleted file mode 100644 index 3ce9ee6..0000000 --- a/zscript/dt_matrix.zsc +++ /dev/null @@ -1,124 +0,0 @@ -/* - Matrix Math helper class. - (C)2018 Marisa Kirisame, UnSX Team. - Released under the GNU Lesser General Public License version 3 (or later). - See https://www.gnu.org/licenses/lgpl-3.0.txt for its terms. -*/ - -Class dt_Matrix4 -{ - private double m[16]; - - dt_Matrix4 init() - { - int i; - for ( i=0; i<16; i++ ) m[i] = 0; - return self; - } - - static dt_Matrix4 create() - { - return new("dt_Matrix4").init(); - } - - static dt_Matrix4 identity() - { - dt_Matrix4 o = dt_Matrix4.create(); - for ( int i=0; i<4; i++ ) o.set(i,i,1); - return o; - } - - double get( int c, int r ) - { - return m[r*4+c]; - } - - void set( int c, int r, double v ) - { - m[r*4+c] = v; - } - - dt_Matrix4 add( dt_Matrix4 o ) - { - dt_Matrix4 r = dt_Matrix4.create(); - int i, j; - for ( i=0; i<4; i++ ) for ( j=0; j<4; j++ ) - r.set(j,i,get(j,i)+o.get(j,i)); - return r; - } - - dt_Matrix4 scale( double s ) - { - dt_Matrix4 r = dt_Matrix4.create(); - int i, j; - for ( i=0; i<4; i++ ) for ( j=0; j<4; j++ ) - r.set(j,i,get(j,i)*s); - return r; - } - - dt_Matrix4 mul( dt_Matrix4 o ) - { - dt_Matrix4 r = dt_Matrix4.create(); - int i, j; - for ( i=0; i<4; i++ ) for ( j=0; j<4; j++ ) - r.set(j,i,get(0,i)*o.get(j,0)+get(1,i)*o.get(j,1)+get(2,i)*o.get(j,2)+get(3,i)*o.get(j,3)); - return r; - } - - Vector3 vmat( Vector3 o ) - { - double x, y, z, w; - x = get(0,0)*o.x+get(1,0)*o.y+get(2,0)*o.z+get(3,0); - y = get(0,1)*o.x+get(1,1)*o.y+get(2,1)*o.z+get(3,1); - z = get(0,2)*o.x+get(1,2)*o.y+get(2,2)*o.z+get(3,2); - w = get(0,3)*o.x+get(1,3)*o.y+get(2,3)*o.z+get(3,3); - return (x,y,z)/w; - } - - static dt_Matrix4 rotate( Vector3 axis, double theta ) - { - dt_Matrix4 r = dt_Matrix4.identity(); - double s, c, oc; - s = sin(theta); - c = cos(theta); - oc = 1.0-c; - r.set(0,0,oc*axis.x*axis.x+c); - r.set(1,0,oc*axis.x*axis.y-axis.z*s); - r.set(2,0,oc*axis.x*axis.z+axis.y*s); - r.set(0,1,oc*axis.y*axis.x+axis.z*s); - r.set(1,1,oc*axis.y*axis.y+c); - r.set(2,1,oc*axis.y*axis.z-axis.x*s); - r.set(0,2,oc*axis.z*axis.x-axis.y*s); - r.set(1,2,oc*axis.z*axis.y+axis.x*s); - r.set(2,2,oc*axis.z*axis.z+c); - return r; - } - - static dt_Matrix4 perspective( double fov, double ar, double znear, double zfar ) - { - dt_Matrix4 r = dt_Matrix4.create(); - double f = 1/tan(fov*0.5); - r.set(0,0,f/ar); - r.set(1,1,f); - r.set(2,2,(zfar+znear)/(znear-zfar)); - r.set(3,2,(2*zfar*znear)/(znear-zfar)); - r.set(2,3,-1); - return r; - } - - // [deprecated] UE-like axes from rotation - // proper implementation moved to CoordUtil - static Vector3, Vector3, Vector3 getaxes( double pitch, double yaw, double roll ) - { - Vector3 x = (1,0,0), y = (0,-1,0), z = (0,0,1); // y inverted for left-handed result - dt_Matrix4 mRoll = dt_Matrix4.rotate((1,0,0),roll); - dt_Matrix4 mPitch = dt_Matrix4.rotate((0,1,0),pitch); - dt_Matrix4 mYaw = dt_Matrix4.rotate((0,0,1),yaw); - dt_Matrix4 mRot = mRoll.mul(mYaw); - mRot = mRot.mul(mPitch); - x = mRot.vmat(x); - y = mRot.vmat(y); - z = mRot.vmat(z); - return x, y, z; - } -} diff --git a/zscript/eightball.zsc b/zscript/eightball.zsc index 7cff39e..25be721 100644 --- a/zscript/eightball.zsc +++ b/zscript/eightball.zsc @@ -6,7 +6,7 @@ Class UTRocketAmmo : Ammo Inventory.PickupMessage "$I_ROCKETAMMO"; Inventory.Amount 12; Inventory.MaxAmount 48; - Ammo.BackpackAmount 12; + Ammo.BackpackAmount 6; Ammo.BackpackMaxAmount 96; Ammo.DropAmount 3; } @@ -94,11 +94,12 @@ Class UTRocketTrail : Actor } } -Class RocketExplLight : SlugLight +Class RocketExplLight : PaletteLight { Default { - Args 255,224,128,120; + Args 0,0,0,120; + ReactionTime 20; } } @@ -126,7 +127,7 @@ Class UTRocket : Actor Super.PostBeginPlay(); let l = Spawn("UTRocketTrail",pos); l.target = self; - A_PlaySound("utrl/fly",CHAN_VOICE,1.0,true,2.5); + A_PlaySound("utrl/fly",CHAN_VOICE,1.0,true,2.5,pitch:1.5625); if ( tracer ) vel *= 0.9; Acceleration = vel.unit()*50; } @@ -370,7 +371,7 @@ Class UTRocketLauncher : UTWeapon Vector3 x, y, z, x2, y2, z2; double a, s; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); - Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-3.0*z; + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-3*z); [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); Actor p; if ( weap.bAltFire ) @@ -381,7 +382,7 @@ Class UTRocketLauncher : UTWeapon a = FRandom[Eightball](0,360); s = FRandom[Eightball](0,(num>1)?12:0); Vector3 dir = (x2+cos(a)*y2*s*0.004+sin(a)*z2*s*0.004).unit(); - p = Spawn("UTGrenade",origin+cos(a)*y*s+sin(a)*z*s); + p = Spawn("UTGrenade",level.Vec3Offset(origin,cos(a)*y*s+sin(a)*z*s)); p.vel = x*(vel dot x)*0.4 + dir*p.speed*FRandom[Eightball](1.0,1.2); p.vel.z += 3.5; p.target = self; @@ -390,7 +391,7 @@ Class UTRocketLauncher : UTWeapon else if ( num <= 1 ) { // single rocket - p = Spawn("UTRocket",origin+cos(a)*y*s+sin(a)*z*s); + p = Spawn("UTRocket",level.Vec3Offset(origin,cos(a)*y*s+sin(a)*z*s)); p.vel = x2*p.speed; p.target = self; p.tracer = invoker.LockedTarget; @@ -403,7 +404,7 @@ Class UTRocketLauncher : UTWeapon s = (num>1)?6:0; for ( int i=0; i 2 ) Destroy(); } @@ -45,7 +51,7 @@ Class BulletImpact : Actor Radius 0.1; Height 0; +NOGRAVITY; - +NOCLIP; + +NOBLOCKMAP; +DONTSPLASH; +NOTELEPORT; Scale 0.25; @@ -78,6 +84,8 @@ Class BulletImpact : Actor s.vel = pvel; } A_PlaySound("bullet/hit",CHAN_VOICE,attenuation:3.0); + let s = Spawn("Splasher",Vec3Offset(0,0,2)); + s.vel = (0,0,-4); } States { @@ -87,6 +95,24 @@ Class BulletImpact : Actor } } +Class Splasher : Actor +{ + Default + { + Radius 0.1; + Height 0; + +CORPSE; + +NOTELEPORT; + } + States + { + Spawn: + Crash: + TNT1 A 2; + Stop; + } +} + Class UTCasing : Actor { int deadtimer, numbounces; @@ -161,18 +187,42 @@ Class UTCasing : Actor PCAS A -1 { pitch = 0; + angle = FRandom[Junk](0,360); roll = FRandom[Junk](0,360); } Stop; } } +Class EnforcerMag : UTCasing +{ + Default + { + BounceSound "enforcer/bounce"; + } + override void PostBeginPlay() + { + Super.PostBeginPlay(); + heat = 0.; + } + States + { + Death: + PCAS A -1 + { + pitch = RandomPick[Junk](-90,90); + angle = FRandom[Junk](0,360); + } + Stop; + } +} + Class Enforcer : UTWeapon { int ClipCount, SlaveClipCount; bool SlaveActive, SlaveDown, SlaveReload, SlaveAltFire; int SlaveRefire; - transient ui Font usmf; + double AltAccuracy; property ClipCount : ClipCount; property SlaveClipCount : SlaveClipCount; @@ -213,6 +263,7 @@ Class Enforcer : UTWeapon { Weapon weap = Weapon(invoker); if ( !weap || !player ) return; + if ( invoker.altaccuracy < 0.2 ) invoker.altaccuracy += 0.05; if ( slave ) { if ( flak_enforcerreload && (invoker.slaveclipcount < 5) ) A_PlaySound("enforcer/click",CHAN_6); @@ -289,12 +340,12 @@ Class Enforcer : UTWeapon if ( slave ) { invoker.slaveclipcount--; - if ( !flak_enforcerreload && (invoker.slaveclipcount <=0) ) invoker.slaveclipcount = (weap.Ammo1.Amount>0)?Min(20,weap.Ammo1.Amount):20; + if ( !flak_enforcerreload && (invoker.slaveclipcount <=0) ) invoker.slaveclipcount = Min(invoker.default.slaveclipcount,weap.Ammo1.Amount); } else { invoker.clipcount--; - if ( !flak_enforcerreload && (invoker.clipcount <=0) ) invoker.clipcount = (weap.Ammo1.Amount>0)?Min(20,weap.Ammo1.Amount):20; + if ( !flak_enforcerreload && (invoker.clipcount <=0) ) invoker.clipcount = Min(invoker.default.clipcount,weap.Ammo1.Amount); } invoker.FireEffect(); UTMainHandler.DoFlash(self,Color(32,255,128,0),1); @@ -319,16 +370,16 @@ Class Enforcer : UTWeapon } Vector3 x, y, z, x2, y2, z2; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); - Vector3 origin = pos+(0,0,player.viewheight)+10.0*x; + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x); int ydir = slave?-1:1; - if ( alt ) origin = origin-z*3.0+ydir*y*1.0; - else origin = origin-z*1.0+ydir*y*4.0; - double a = FRandom[Enforcer](0,360), s = FRandom[Enforcer](0,alt?0.08:0.004); - if ( invoker.SlaveActive ) s *= 3; + if ( alt ) origin = level.Vec3Offset(origin,-z*3+ydir*y); + else origin = level.Vec3Offset(origin,-z+ydir*y*4); + double a = FRandom[Enforcer](0,360), s = FRandom[Enforcer](0,alt?invoker.altaccuracy:0.004); [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit(); FLineTraceData d; LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); + UTBulletTrail.DoTrail(self,origin,dir,10000,int((invoker.Amount+alt)**2)); if ( d.HitType == TRACE_HitActor ) { int dmg = 17; @@ -351,8 +402,16 @@ Class Enforcer : UTWeapon else if ( d.HitType != TRACE_HitNone ) { Vector3 hitnormal = -d.HitDir; - if ( d.HitType == TRACE_HitFloor ) hitnormal = d.HitSector.floorplane.Normal; - else if ( d.HitType == TRACE_HitCeiling ) hitnormal = d.HitSector.ceilingplane.Normal; + if ( d.HitType == TRACE_HitFloor ) + { + if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal; + else hitnormal = d.HitSector.floorplane.Normal; + } + else if ( d.HitType == TRACE_HitCeiling ) + { + if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal; + else hitnormal = d.HitSector.ceilingplane.Normal; + } else if ( d.HitType == TRACE_HitWall ) { hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit(); @@ -371,8 +430,10 @@ Class Enforcer : UTWeapon s.target = self; s.alpha *= 0.5; } - origin += x*8.0+ydir*y*6.0-z*2.0; + origin = level.Vec3Offset(origin,x*8+ydir*y*6-z*2); let c = Spawn("UTCasing",origin); + c.angle = angle; + c.pitch = pitch; c.vel = x*FRandom[Junk](-1.5,1.5)+y*ydir*FRandom[Junk](2,4)+z*FRandom[Junk](2,3); } @@ -391,7 +452,14 @@ Class Enforcer : UTWeapon override void OwnerDied() { Super.OwnerDied(); - slaverefire = 0; + slavereload = slaverefire = 0; + if ( Owner.player.ReadyWeapon != self ) return; + let psp = Owner.player.FindPSprite(2); + if ( psp ) + { + slaveactive = false; + Owner.player.SetPSprite(2,ResolveState("LeftDeselect")); + } } Default @@ -427,7 +495,10 @@ Class Enforcer : UTWeapon { invoker.slavedown = false; if ( !invoker.slaveactive && (CountInv("Enforcer") > 1) ) + { + invoker.slavereload = invoker.slaverefire = 0; A_Overlay(2,"LeftReady"); + } } ENFS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE); Idle: @@ -456,22 +527,21 @@ Class Enforcer : UTWeapon Dummy: TNT1 A 1 { - if ( (invoker.clipcount <= 0) && (invoker.Ammo1.Amount > 0) ) A_Overlay(PSP_WEAPON,"Reload"); - else if ( flak_enforcerreload && ((invoker.clipcount < min(20,invoker.Ammo1.Amount)) || (invoker.slaveclipcount < min(20,invoker.Ammo1.Amount))) ) A_WeaponReady(WRF_ALLOWRELOAD); + if ( (invoker.clipcount <= 0) && (invoker.Ammo1.Amount > 0) ) player.SetPSprite(PSP_WEAPON,ResolveState("Reload")); + else if ( flak_enforcerreload && ((invoker.clipcount < min(invoker.default.clipcount,invoker.Ammo1.Amount)) || (invoker.slaveclipcount < min(invoker.default.slaveclipcount,invoker.Ammo1.Amount))) ) A_WeaponReady(WRF_ALLOWRELOAD); else A_WeaponReady(); - if ( !invoker.slaveactive && (CountInv("Enforcer") > 1) ) A_Overlay(2,"LeftReady"); + if ( !invoker.slaveactive && (CountInv("Enforcer") > 1) ) + { + invoker.slavereload = invoker.slaverefire = 0; + A_Overlay(2,"LeftReady"); + } } Wait; LeftDummy: TNT1 A 1 { - if ( health <= 0 ) - { - invoker.slaveactive = false; - A_Overlay(2,"LeftDeselect"); - } - else if ( flak_enforcerreload && invoker.slavereload ) A_Overlay(2,"LeftReload"); - else if ( invoker.slavedown ) A_Overlay(2,"LeftDeselect"); + if ( flak_enforcerreload && invoker.slavereload ) player.SetPSprite(2,ResolveState("LeftReload")); + else if ( invoker.slavedown ) player.SetPSprite(2,ResolveState("LeftDeselect")); else A_LeftWeaponReady(); } Wait; @@ -499,7 +569,11 @@ Class Enforcer : UTWeapon 2NFI A 0; Goto LeftIdle; AltFire: - ENFA A 0 A_Overlay(-9999,null); + ENFA A 0 + { + invoker.altaccuracy = 0.08; + A_Overlay(-9999,null); + } ENFA ABCDEF 1; AltHold: ENFA G 0 A_EnforcerFire(true); @@ -524,50 +598,82 @@ Class Enforcer : UTWeapon Reload: ENFR A 0 { - invoker.slavereload = ((player.cmd.buttons&BT_RELOAD)&&invoker.slaveactive&&(invoker.slaveclipcount < min(20,invoker.Ammo1.Amount)))||(invoker.slaveclipcount <= 0); - return A_JumpIf(invoker.clipcount>=min(20,invoker.Ammo1.Amount),"Idle"); + if ( invoker.clipcount >= invoker.default.clipcount ) + { + invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount= invoker.default.slaveclipcount ) + { + invoker.slavereload = 0; + return ResolveState("LeftIdle"); + } + invoker.slaveclipcount = 0; A_Overlay(-9998,null); A_PlaySound("enforcer/click",CHAN_6); + return ResolveState(null); } 2NFR ABCDEFGHIJKLMNOPQRSTUVWXYZ 1; 2NR2 AB 1; 2NR2 B 30 { + invoker.slaveclipcount = min(invoker.default.slaveclipcount,invoker.Ammo1.Amount); A_PlaySound("enforcer/reload",CHAN_6); if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading(); + invoker.slavereload = false; + Vector3 x, y, z, origin; + [x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*4.-z*8.); + let c = Spawn("EnforcerMag",origin); + c.angle = angle; + c.pitch = pitch; + c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2); } 2NFS A 0 A_PlaySound("enforcer/select",CHAN_6); Goto LeftReady; Deselect: - ENFI A 1 { invoker.slavedown = true; } - ENFD A 0 A_Overlay(-9999,null); - ENFD A 0 A_JumpIf(invoker.slaveactive,"Deselect"); + ENFD A 0 + { + A_Overlay(-9999,null); + invoker.slavedown = true; + } ENFD ABDEGHJK 1; - ENFD L 1 A_Lower(int.max); + ENFD L 1 + { + if ( !player.FindPSprite(2) ) + A_Lower(int.max); + } Wait; LeftDeselect: 2NFD A 0 diff --git a/zscript/flakcannon.zsc b/zscript/flakcannon.zsc index 4f97a74..6f059dc 100644 --- a/zscript/flakcannon.zsc +++ b/zscript/flakcannon.zsc @@ -6,7 +6,7 @@ Class FlakAmmo : Ammo Inventory.PickupMessage ""; Inventory.Amount 10; Inventory.MaxAmount 50; - Ammo.BackpackAmount 20; + Ammo.BackpackAmount 5; Ammo.BackpackMaxAmount 100; Ammo.DropAmount 5; } @@ -94,7 +94,7 @@ Class ChunkTrail : Actor SetState(FindState("Death")+dist); return; } - SetOrigin(target.pos+(0,0,speed),true); + SetOrigin(target.Vec3Offset(0,0,speed),true); } States { @@ -109,20 +109,48 @@ Class ChunkTrail : Actor Class FlakAccumulator : Thinker { - Actor victim; - int amount; - int cnt; + Actor victim, inflictor, source; + Array amounts; + int total; + Name type; override void Tick() { Super.Tick(); - cnt++; - if ( cnt < 5 ) return; + // so many damn safeguards in this + if ( !victim ) + { + Destroy(); + return; + } + int gibhealth = victim.GetGibHealth(); + // おまえはもう死んでいる + if ( victim.health-total <= gibhealth ) + { + // safeguard for inflictors that have somehow ceased to exist, which apparently STILL CAN HAPPEN + if ( inflictor ) inflictor.bEXTREMEDEATH = true; + else type = 'Extreme'; + } + // make sure accumulation isn't reentrant + if ( inflictor && (inflictor is 'FlakChunk') ) inflictor.bAMBUSH = true; + // 何? + for ( int i=0; i victim.GetGibHealth()) ) + { + victim.SpawnBlood(pos,AngleTo(victim),damage); + A_PlaySound("flak/meat",volume:0.3); + A_AlertMonsters(); + } + return 1; + } + return -1; } States { @@ -345,7 +421,7 @@ Class FlakChunk : Actor A_AlertMonsters(); } XDeath: - TNT1 A 1; + TNT1 A 2; // must exist for at least two tics so the accumulator gets the right inflictor Stop; Dummy: FCH1 ABCDEFGHIJKL -1; @@ -395,28 +471,12 @@ Class SlugSmoke : Actor } } -Class SlugLight : DynamicLight +Class SlugLight : PaletteLight { - double lifetime; Default { - DynamicLight.Type "Point"; - Args 255,224,128,80; - } - override void PostBeginPlay() - { - Super.PostBeginPlay(); - lifetime = 1.0; - } - override void Tick() - { - Super.Tick(); - if ( isFrozen() ) return; - args[LIGHT_RED] = int(255*lifetime); - args[LIGHT_GREEN] = int(224*lifetime); - args[LIGHT_BLUE] = int(128*lifetime); - lifetime -= 0.05; - if ( lifetime <= 0 ) Destroy(); + Args 0,0,0,80; + ReactionTime 20; } } @@ -541,12 +601,39 @@ Class FlakLight : DynamicLight Destroy(); return; } - if ( target.player ) SetOrigin(target.Vec3Offset(0,0,target.player.viewz-target.pos.z),true); + if ( target.player ) SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true); else SetOrigin(target.pos,true); if ( cnt++ > 2 ) Destroy(); } } +Class FlakMag : UTCasing +{ + Default + { + BounceSound "flak/sbounce"; + } + override void PostBeginPlay() + { + Super.PostBeginPlay(); + if ( special1 ) + { + anglevel *= .1; + pitchvel *= .1; + } + } + States + { + Death: + PCAS A -1 + { + pitch = RandomPick[Junk](-90,90); + angle = FRandom[Junk](0,360); + } + Stop; + } +} + Class FlakCannon : UTWeapon { action void A_Loading( bool first = false ) @@ -569,7 +656,7 @@ Class FlakCannon : UTWeapon Vector3 x, y, z; double a, s; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); - Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+4.0*y-3.0*z; + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+4*y-3*z); A_Overlay(-2,"MuzzleFlash"); A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true); A_OverlayRenderstyle(-2,STYLE_Add); @@ -628,7 +715,7 @@ Class FlakCannon : UTWeapon Vector3 x, y, z; double a, s; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); - Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-3.0*z; + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-3*z); A_Overlay(-2,"MuzzleFlash"); A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true); A_OverlayRenderstyle(-2,STYLE_Add); @@ -654,6 +741,11 @@ Class FlakCannon : UTWeapon s.scale *= 2.4; s.alpha *= 0.5; } + let c = Spawn("FlakMag",origin); + c.angle = angle; + c.pitch = BulletSlope(); + c.vel = x*FRandom[Junk](15.,20.)+y*FRandom[Junk](-.1,.1)+z*FRandom[Junk](.1,.8); + c.special1 = 1; } Default @@ -696,7 +788,16 @@ Class FlakCannon : UTWeapon Fire: FLKF A 1 A_FireChunks(); FLKF BCDEFGHI 1; - FLKF J 4; + FLKF J 4 + { + Vector3 x, y, z, origin; + [x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*3.-z*8.); + let c = Spawn("FlakMag",origin); + c.angle = angle; + c.pitch = pitch; + c.vel = vel*.5+x*FRandom[Junk](-.8,.1)+y*FRandom[Junk](-.2,.2)-z*FRandom[Junk](1,2); + } Goto Loading; AltFire: FLKA A 1 A_FireSlug(); diff --git a/zscript/healitems.zsc b/zscript/healitems.zsc index 541723f..aae5996 100644 --- a/zscript/healitems.zsc +++ b/zscript/healitems.zsc @@ -13,6 +13,10 @@ Class UTHealthPack : Health Inventory.PickupSound "misc/ut_keg"; Inventory.RespawnTics 3500; } + override String PickupMessage() + { + return String.Format("%s +%d",StringTable.Localize(PickupMsg),Amount); + } States { Spawn: @@ -30,6 +34,10 @@ Class UTHealthBox : Health Inventory.PickupMessage "$I_HEALTHBOX"; Inventory.PickupSound "misc/ut_heal"; } + override String PickupMessage() + { + return String.Format("%s +%d",StringTable.Localize(PickupMsg),Amount); + } States { Spawn: @@ -48,6 +56,10 @@ Class UTMedBox : Health Inventory.PickupSound "misc/ut_heal"; Inventory.RespawnTics 700; } + override String PickupMessage() + { + return String.Format("%s +%d",StringTable.Localize(PickupMsg),Amount); + } States { Spawn: @@ -69,6 +81,10 @@ Class UTHealthBonus : Health Inventory.PickupSound "misc/ut_heal"; RenderStyle "Add"; } + override String PickupMessage() + { + return String.Format("%s +%d",StringTable.Localize(PickupMsg),Amount); + } States { Spawn: diff --git a/zscript/impacthammer.zsc b/zscript/impacthammer.zsc index bc98ea5..225da1c 100644 --- a/zscript/impacthammer.zsc +++ b/zscript/impacthammer.zsc @@ -50,17 +50,29 @@ Class ImpactHammer : UTWeapon invoker.count = 0; invoker.FireEffect(); // intentional UT behavior } - action void A_ChargeUp( int amt = 1 ) + action void A_ChargeUp() { - invoker.chargesize += (0.75*amt)/TICRATE; - invoker.count += double(amt)/TICRATE; - if ( invoker.count > 0.2 ) + invoker.chargesize += .75/TICRATE; + invoker.count += 1./TICRATE; + if ( invoker.count > .2 ) { invoker.count = 0; A_AlertMonsters(); } - A_QuakeEx(clamp(int(invoker.chargesize*3),0,3),clamp(int(invoker.chargesize*3),0,3),clamp(int(invoker.chargesize*3),0,3),amt+1,0,96,"",QF_RELATIVE,rollIntensity:clamp(invoker.chargesize*0.3,0,0.3)); + A_QuakeEx(clamp(int(invoker.chargesize),0,2),clamp(int(invoker.chargesize),0,2),clamp(int(invoker.chargesize),0,2),2,0,96,"",QF_RELATIVE,rollIntensity:clamp(invoker.chargesize*0.3,0,0.3)); UTMainHandler.DoSwing(self,(FRandom[Impact](-1,1),FRandom[Impact](-1,1)),invoker.chargesize*0.1,0,1,SWING_Spring); + if ( !(player.cmd.buttons&BT_ATTACK) ) + { + player.SetPSprite(PSP_WEAPON,ResolveState("Release")); + return; + } + FLineTraceData d; + Vector3 x, y, z; + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-4*z); + LineTrace(angle,40,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); + if ( (invoker.chargesize > 1) && (d.HitType == TRACE_HitActor) ) + player.SetPSprite(PSP_WEAPON,ResolveState("Release")); } action void A_FireBlast() { @@ -72,7 +84,7 @@ Class ImpactHammer : UTWeapon A_AlertMonsters(); Vector3 x, y, z; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); - Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z; + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-4*z); double realcharge = min(1.5,invoker.chargesize); FLineTraceData d; LineTrace(angle,60,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); @@ -137,7 +149,7 @@ Class ImpactHammer : UTWeapon A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); Vector3 x, y, z; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); - Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z; + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-4*z); FLineTraceData d; LineTrace(angle,120,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); double dscale = d.Distance/120.; @@ -187,25 +199,6 @@ Class ImpactHammer : UTWeapon s.scale *= 0.4; } } - action void A_ImpactRefire( statelabel flash = null ) - { - FLineTraceData d; - Vector3 x, y, z; - [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); - Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z; - LineTrace(angle,40,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); - if ( (invoker.chargesize > 1) && (d.HitType == TRACE_HitActor) ) - { - A_ClearRefire(); - return; - } - A_Refire(flash); - } - override void DetachFromOwner() - { - if ( Owner ) Owner.A_StopSound(CHAN_WEAPON); - Super.DetachFromOwner(); - } Default { @@ -237,75 +230,55 @@ Class ImpactHammer : UTWeapon A_WeaponReady(); } Wait; + Charging: + TNT1 A 1 A_ChargeUp(); + Wait; Fire: IMPL A 0 { A_ResetCharge(); + A_Overlay(-9999,"Charging"); A_PlaySound("impact/pull",CHAN_WEAPON); } - IMPL A 5 A_ChargeUp(5); - IMPL B 0 A_ImpactRefire(1); - Goto Release; - IMPL B 5 A_ChargeUp(5); - IMPL C 0 A_ImpactRefire(1); - Goto Release; - IMPL C 5 A_ChargeUp(5); - IMPL D 0 A_ImpactRefire(1); - Goto Release; - IMPL D 5 A_ChargeUp(5); - IMPL E 0 A_ImpactRefire(1); - Goto Release; - IMPL E 5 A_ChargeUp(5); - IMPL E 0 A_ImpactRefire(1); - Goto Release; - IMPL E 0 A_PlaySound("impact/loop",CHAN_WEAPON,looping:true); + IMPL ABCDE 5; + IMPR A 0 A_PlaySound("impact/loop",CHAN_WEAPON,looping:true); + Goto Hold; Hold: - IMPR A 1 A_ChargeUp(); - IMPR B 0 A_ImpactRefire(1); - Goto Release; - IMPR B 1 A_ChargeUp(); - IMPR C 0 A_ImpactRefire(1); - Goto Release; - IMPR C 1 A_ChargeUp(); - IMPR D 0 A_ImpactRefire(1); - Goto Release; - IMPR D 1 A_ChargeUp(); - IMPR E 0 A_ImpactRefire(1); - Goto Release; - IMPR E 1 A_ChargeUp(); - IMPR F 0 A_ImpactRefire(1); - Goto Release; - IMPR F 1 A_ChargeUp(); - IMPR G 0 A_ImpactRefire(1); - Goto Release; - IMPR G 1 A_ChargeUp(); - IMPR H 0 A_ImpactRefire(1); - Goto Release; - IMPR H 1 A_ChargeUp(); - IMPR I 0 A_ImpactRefire(1); - Goto Release; - IMPR I 1 A_ChargeUp(); - IMPR J 0 A_ImpactRefire(1); - Goto Release; - IMPR J 1 A_ChargeUp(); - IMPR A 0 A_ImpactRefire("Hold"); - Goto Release; + IMPR ABCDEFGHIJ 1; + Loop; Release: IMPF A 0 { + A_Overlay(-9999,null); if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3(); A_FireBlast(); } - IMPF AABCCDEEFGGHIIJKKLMMNOOP 1; + // this is why we need a model animation overhaul + IMPF A 2; + IMPF B 1; + IMPF C 2; + IMPF D 1; + IMPF E 2; + IMPF F 1; + IMPF G 2; + IMPF H 1; + IMPF I 2; + IMPF J 1; + IMPF K 2; + IMPF L 1; + IMPF M 2; + IMPF N 1; + IMPF O 2; + IMPF P 1; Goto Idle; AltFire: - IMPF A 0 A_FireAltBlast(); - IMPF ABCDEFGHIJKLMNOP 1; + IMPF A 1 A_FireAltBlast(); + IMPF BCDEFGHIJKLMNOP 1; Goto Idle; Deselect: - IMPD A 0 A_StopSound(CHAN_WEAPON); - IMPD ABCDE 2; + IMPD A 2 A_StopSound(CHAN_WEAPON); + IMPD BCDE 2; IMPD E 1 A_Lower(int.max); Wait; } diff --git a/zscript/minigun.zsc b/zscript/minigun.zsc index defbbf8..e0aa476 100644 --- a/zscript/minigun.zsc +++ b/zscript/minigun.zsc @@ -6,7 +6,7 @@ Class MiniAmmo : Ammo Inventory.PickupMessage ""; Inventory.Amount 50; Inventory.MaxAmount 200; - Ammo.BackpackAmount 100; + Ammo.BackpackAmount 25; Ammo.BackpackMaxAmount 400; Ammo.DropAmount 20; } @@ -56,7 +56,7 @@ Class MinigunTracer : Actor return; } dir = dir.unit(); - SetOrigin(Vec3Offset(dir.x*160,dir.y*160,dir.z*160),true); + SetOrigin(level.Vec3Offset(pos,dir*160),true); angle = atan2(dir.y,dir.x); pitch = asin(-dir.z); roll += 60; @@ -103,12 +103,13 @@ Class Minigun : UTWeapon if ( !alt ) MinigunLight(l).cnt--; Vector3 x, y, z, x2, y2, z2; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); - Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+y*2.0-z*2.0; + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+y*2-z*2); double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,alt?0.05:0.02); [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit(); FLineTraceData d; LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); + UTBulletTrail.DoTrail(self,origin,dir,10000,alt?5:3); if ( d.HitType == TRACE_HitActor ) { int dmg = Random[Minigun](9,18); // fun fact: the Minigun is one of the few weapons that has actual RNG damage in UT @@ -132,8 +133,16 @@ Class Minigun : UTWeapon else if ( d.HitType != TRACE_HitNone ) { Vector3 hitnormal = -d.HitDir; - if ( d.HitType == TRACE_HitFloor ) hitnormal = d.HitSector.floorplane.Normal; - else if ( d.HitType == TRACE_HitCeiling ) hitnormal = d.HitSector.ceilingplane.Normal; + if ( d.HitType == TRACE_HitFloor ) + { + if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal; + else hitnormal = d.HitSector.floorplane.Normal; + } + else if ( d.HitType == TRACE_HitCeiling ) + { + if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal; + else hitnormal = d.HitSector.ceilingplane.Normal; + } else if ( d.HitType == TRACE_HitWall ) { hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit(); @@ -147,7 +156,7 @@ Class Minigun : UTWeapon } if ( !Random[Minigun](0,1) ) { - let t = Spawn("MinigunTracer",origin+x*20.0); + let t = Spawn("MinigunTracer",level.Vec3Offset(origin,x*20)); t.angle = atan2(dir.y,dir.x); t.pitch = asin(-dir.z); MinigunTracer(t).dest = d.HitLocation; @@ -161,37 +170,25 @@ Class Minigun : UTWeapon UTViewSmoke(s).vvel += (FRandom[Minigun](0.2,0.8),FRandom[Minigun](-0.3,0.3),FRandom[Minigun](-0.3,0.3)); s.target = self; } - origin += x*8.0+y*5.0-z*5.0; + origin = level.Vec3Offset(origin,x*8+y*5-z*5); let c = Spawn("UTCasing",origin); + c.angle = angle; + c.pitch = pitch; c.vel = x*FRandom[Junk](-1.5,1.5)+y*FRandom[Junk](2,4)+z*FRandom[Junk](2,3); c.Scale *= 0.5; } - action void A_MinigunRefire( statelabel flash = null, bool nounwind = false ) + action void A_MinigunRefire() { Weapon weap = Weapon(invoker); if ( !weap || !player ) return; if ( weap.Ammo1.Amount <= 0 ) { - if ( nounwind ) return; A_ClearRefire(); - player.setpsprite(PSP_WEAPON,weap.FindState("Unwind")); return; } - if ( nounwind ) - { - if ( player.cmd.buttons&BT_ALTATTACK ) - { - weap.bAltFire = true; - flash = "AltFire"; - } - else - { - weap.bAltFire = false; - flash = "Fire"; - } - } - A_Refire(flash); + weap.bAltFire = !!(player.cmd.buttons&BT_ALTATTACK); + A_Refire("Hold"); } Default @@ -229,141 +226,38 @@ Class Minigun : UTWeapon A_WeaponReady(); } Wait; + FireDummy: + TNT1 A 1 + { + let weap = Weapon(invoker); + if ( !(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)) || (weap.Ammo1.Amount <= 0) ) + { + player.SetPSprite(PSP_WEAPON,invoker.FindState("Unwind")); + return ResolveState("Null"); + } + return ResolveState(null); + } + Wait; Fire: AltFire: MGNI A 3 { invoker.bcnt = 5; } Hold: - MGNF A 1 - { - A_PlaySound("minigun/fire",CHAN_WEAPON,1.0,true); - A_FireBullet(); - } - MGNF B 0 A_MinigunRefire(1); - Goto Unwind; - MGNF B 1 A_FireBullet(); - MGNF C 0 A_MinigunRefire(1); - Goto Unwind; - MGNF C 1 A_FireBullet(); - MGNF D 0 A_MinigunRefire(1); - Goto Unwind; - MGNF D 1 A_FireBullet(); - MGNF E 0 A_MinigunRefire(1); - Goto Unwind; - MGNF E 1 A_FireBullet(); - MGNF F 0 A_MinigunRefire(1); - Goto Unwind; - MGNF F 1 A_FireBullet(); - MGNF G 0 A_MinigunRefire(1); - Goto Unwind; - MGNF G 1 A_FireBullet(); - MGNF H 0 A_MinigunRefire(1); - Goto Unwind; - MGNF H 1 A_FireBullet(); - MGNF I 0 A_MinigunRefire(1); - Goto Unwind; - MGNF I 1 A_FireBullet(); - MGNF J 0 A_MinigunRefire(1); - Goto Unwind; - MGNF J 1 A_FireBullet(); - MGNF K 0 A_MinigunRefire(1); - Goto Unwind; - MGNF K 1 A_FireBullet(); - MGNF L 0 A_MinigunRefire(1); - Goto Unwind; - MGNF L 1 A_FireBullet(); - MGNF M 0 A_MinigunRefire(1); - Goto Unwind; - MGNF M 1 A_FireBullet(); - MGNF N 0 A_MinigunRefire(1); - Goto Unwind; - MGNF N 1 A_FireBullet(); - MGNF O 0 A_MinigunRefire(1); - Goto Unwind; - MGNF O 1 A_FireBullet(); - MGNF P 0 A_MinigunRefire(1); - Goto Unwind; - MGNF P 1 A_FireBullet(); - MGNF Q 0 A_MinigunRefire(1); - Goto Unwind; - MGNF Q 1 A_FireBullet(); - MGNF R 0 A_MinigunRefire(1); - Goto Unwind; - MGNF R 1 A_FireBullet(); - MGNF S 0 A_MinigunRefire(1); - Goto Unwind; - MGNF S 1 A_FireBullet(); MGNF A 0 { - if ( invoker.bAltFire ) A_MinigunRefire(1); - else A_MinigunRefire("Hold"); + A_PlaySound("minigun/fire",CHAN_WEAPON,1.0,true); + A_Overlay(-9999,"FireDummy"); } - Goto Unwind; + MGNF ABCDEFGHIJKLMNOPQRS 1 A_FireBullet(); + MGNF A 0 A_JumpIf(invoker.bAltFire,1); + Goto Hold+1; AltHold: - MGNF A 1 - { - A_PlaySound("minigun/altfire",CHAN_WEAPON,1.0,true); - A_FireBullet(true); - } - MGNF D 0 A_MinigunRefire(1); - Goto Unwind; - MGNF D 1 A_FireBullet(true); - MGNF G 0 A_MinigunRefire(1); - Goto Unwind; - MGNF G 1 A_FireBullet(true); - MGNF J 0 A_MinigunRefire(1); - Goto Unwind; - MGNF J 1 A_FireBullet(true); - MGNF M 0 A_MinigunRefire(1); - Goto Unwind; - MGNF M 1 A_FireBullet(true); - MGNF P 0 A_MinigunRefire(1); - Goto Unwind; - MGNF P 1 A_FireBullet(true); - MGNF S 0 A_MinigunRefire(1); - Goto Unwind; - MGNF S 1 A_FireBullet(true); - MGNF C 0 A_MinigunRefire(1); - Goto Unwind; - MGNF C 1 A_FireBullet(true); - MGNF F 0 A_MinigunRefire(1); - Goto Unwind; - MGNF F 1 A_FireBullet(true); - MGNF I 0 A_MinigunRefire(1); - Goto Unwind; - MGNF I 1 A_FireBullet(true); - MGNF L 0 A_MinigunRefire(1); - Goto Unwind; - MGNF L 1 A_FireBullet(true); - MGNF O 0 A_MinigunRefire(1); - Goto Unwind; - MGNF O 1 A_FireBullet(true); - MGNF R 0 A_MinigunRefire(1); - Goto Unwind; - MGNF R 1 A_FireBullet(true); - MGNF B 0 A_MinigunRefire(1); - Goto Unwind; - MGNF B 1 A_FireBullet(true); - MGNF E 0 A_MinigunRefire(1); - Goto Unwind; - MGNF E 1 A_FireBullet(true); - MGNF H 0 A_MinigunRefire(1); - Goto Unwind; - MGNF H 1 A_FireBullet(true); - MGNF K 0 A_MinigunRefire(1); - Goto Unwind; - MGNF K 1 A_FireBullet(true); - MGNF N 0 A_MinigunRefire(1); - Goto Unwind; - MGNF N 1 A_FireBullet(true); - MGNF Q 0 A_MinigunRefire(1); - Goto Unwind; - MGNF Q 1 A_FireBullet(true); - MGNF A 0 A_MinigunRefire("AltHold"); - Goto Unwind; + MGNF B 0 A_PlaySound("minigun/altfire",CHAN_WEAPON,1.0,true); + MGNF ADGJMPSCFILORBEHKNQ 1 A_FireBullet(true); + Goto AltHold+1; Unwind: MGNU A 0 A_PlaySound("minigun/unwind",CHAN_WEAPON); - MGNU ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_MinigunRefire(null,true); - MGU2 ABCDEFGHIJKLM 1 A_MinigunRefire(null,true); + MGNU ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_MinigunRefire(); + MGU2 ABCDEFGHIJKLM 1 A_MinigunRefire(); Goto Idle; Deselect: MGND A 1 A_StopSound(CHAN_WEAPON); @@ -371,25 +265,11 @@ Class Minigun : UTWeapon MGND J 1 A_Lower(int.max); Wait; MuzzleFlash: - TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9); - Stop; - MMUZ A 2 Bright; - Stop; - MMUZ B 2 Bright; - Stop; - MMUZ C 2 Bright; - Stop; - MMUZ D 2 Bright; - Stop; - MMUZ E 2 Bright; - Stop; - MMUZ F 2 Bright; - Stop; - MMUZ G 2 Bright; - Stop; - MMUZ H 2 Bright; - Stop; - MMUZ I 2 Bright; + MMUZ # 2 Bright + { + let psp = player.FindPSprite(OverlayID()); + psp.frame = Random[Minigun](0,8); + } Stop; } } diff --git a/zscript/powerups.zsc b/zscript/powerups.zsc index a3a37f6..a872ddd 100644 --- a/zscript/powerups.zsc +++ b/zscript/powerups.zsc @@ -39,7 +39,7 @@ Class DamageAmpLight : DynamicLight if ( target.player ) SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true); else SetOrigin(target.Vec3Offset(0,0,target.height/2),true); - args[LIGHT_INTENSITY] = Random[ASMD](10,12)*8; + args[LIGHT_INTENSITY] = Random[UDamage](10,12)*8; bDORMANT = Powerup(master).isBlinking(); } } @@ -47,6 +47,7 @@ Class DamageAmpLight : DynamicLight Class DamageAmplifier : Powerup { Actor l; + int lasteffect; Default { @@ -63,6 +64,7 @@ Class DamageAmplifier : Powerup override void InitEffect() { Super.InitEffect(); + lasteffect = int.min; l = Spawn("DamageAmpLight",Owner.pos); l.target = Owner; l.master = self; @@ -78,7 +80,7 @@ Class DamageAmplifier : Powerup override void EndEffect() { Super.EndEffect(); - if ( EffectTics <= 0 ) PrintPickupMessage(true,StringTable.Localize("$D_UDAMAGE")); + if ( (EffectTics <= 0) && Owner && Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_UDAMAGE")); } override bool isBlinking() @@ -88,9 +90,11 @@ Class DamageAmplifier : Powerup void FireEffect() { + if ( gametic < lasteffect ) return; if ( EffectTics < 350 ) Owner.A_PlaySound("udamage/fire2",CHAN_7,1.0,false,0.25); else Owner.A_PlaySound("udamage/fire1",CHAN_7,1.0,false,0.25); - UTMainHandler.DoFlash(Owner,Color(96,238,0,255),10); + UTMainHandler.DoFlash(Owner,Color(48,238,0,255),6); + lasteffect = gametic+5; // prevent excess flash } override void ModifyDamage( int damage, Name damageType, out int newdamage, bool passive ) @@ -101,6 +105,107 @@ Class DamageAmplifier : Powerup } } +Class UTInvulnerability : PowerupGiver +{ + Default + { + Tag "$T_UTINVUL"; + Inventory.PickupMessage "$I_UTINVUL"; + +COUNTITEM; + +INVENTORY.AUTOACTIVATE; + +INVENTORY.ALWAYSPICKUP; + +INVENTORY.BIGPOWERUP; + Inventory.MaxAmount 0; + Powerup.Type "UTInvulPower"; + Inventory.PickupSound "uinvul/pickup"; + Inventory.RespawnTics 4200; + } + States + { + Spawn: + UKEY A -1; + Stop; + } +} + +Class UTInvulLight : DynamicLight +{ + Default + { + DynamicLight.Type "Point"; + Args 255,238,0,80; + } + override void Tick() + { + Super.Tick(); + if ( !target || !master ) + { + Destroy(); + return; + } + if ( target.player ) + SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true); + else SetOrigin(target.Vec3Offset(0,0,target.height/2),true); + args[LIGHT_INTENSITY] = Random[UInvuln](10,12)*8; + bDORMANT = Powerup(master).isBlinking(); + } +} + +Class UTInvulPower : Powerup +{ + Actor l; + int lasteffect; + + Default + { + Powerup.Duration -60; + Powerup.Color "FFEE00", 0.05; + } + + override void BeginPlay() + { + Super.BeginPlay(); + if ( deathmatch ) EffectTics /= 2; + } + + override void InitEffect() + { + Super.InitEffect(); + lasteffect = int.min; + l = Spawn("UTInvulLight",Owner.pos); + l.target = Owner; + l.master = self; + } + + override void DoEffect() + { + Super.DoEffect(); + if ( (EffectTics == 175) || (EffectTics == 140) || (EffectTics == 105) || (EffectTics == 70) || (EffectTics == 35) ) + Owner.A_PlaySound("uinvul/drain",CHAN_7,1.0,false,0.25); + } + + override void EndEffect() + { + Super.EndEffect(); + if ( (EffectTics <= 0) && Owner && Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_UTINVUL")); + } + + override bool isBlinking() + { + return ((EffectTics <= 175) && (EffectTics%35 >= 30)); + } + + override void ModifyDamage( int damage, Name damageType, out int newdamage, bool passive ) + { + if ( !passive || (damage <= 0) ) return; + newdamage = 0; + if ( gametic < lasteffect ) return; + Owner.A_PlaySound("uinvul/hit",CHAN_7,1.0,false,0.25); + UTMainHandler.DoFlash(Owner,Color(48,255,238,0),6); + lasteffect = gametic+5; // prevent excess flash + } +} + // Backpack that only gives ammo for valid weapons Class UTBackpack : BackpackItem { @@ -219,7 +324,7 @@ Class PowerUTInvisibility : PowerInvisibility override void EndEffect() { Super.EndEffect(); - if ( EffectTics <= 0 ) PrintPickupMessage(true,StringTable.Localize("$D_INVISIBILITY")); + if ( (EffectTics <= 0) && Owner && Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_INVISIBILITY")); } } @@ -273,7 +378,7 @@ Class UTInvisibilityX : Actor return; } Warp(target,flags:WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION); - bInvisible = target.bInvisible; + bInvisible = target.bInvisible||!target.InStateSequence(target.CurState,target.FindState("Spawn")); } States { @@ -287,18 +392,19 @@ Class UTMapRevealer : MapRevealer { Default { + Tag "$T_MAPREVEALER"; +COUNTITEM; +INVENTORY.FANCYPICKUPSOUND; +INVENTORY.ALWAYSPICKUP; Inventory.MaxAmount 0; - Inventory.PickupSound "trans/pickup"; + Inventory.PickupSound "misc/p_pkup"; Inventory.PickupMessage "$I_MAPREVEALER"; } States { Spawn: - TRNS A -1; - Stop; + TRNS ABCDCB 6; + Loop; } } @@ -339,7 +445,7 @@ Class UTJumpBoots : Inventory } else if ( (Amount <= 0) && owner.player.onground ) { - PrintPickupMessage(true,StringTable.Localize("$D_JUMPBOOTS")); + if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_JUMPBOOTS")); DepleteOrDestroy(); } } @@ -381,6 +487,7 @@ Class PowerJumpBoots_IronFeet : PowerIronFeet } override void AbsorbDamage( int damage, Name damageType, out int newdamage ) { + Inventory.AbsorbDamage(damage,damageType,newdamage); } override void DoEffect() { @@ -390,159 +497,108 @@ Class PowerJumpBoots_IronFeet : PowerIronFeet } } -Class Searchlight : Inventory +Class UTNightVision : PowerupGiver { - Actor lt[3]; - int ticcnt; Default { - Tag "$T_SEARCHLIGHT"; + Tag "$T_UTVISION"; + Inventory.PickupMessage "$I_UTVISION"; +COUNTITEM; - +INVENTORY.UNTOSSABLE; - +INVENTORY.FANCYPICKUPSOUND; +INVENTORY.AUTOACTIVATE; +INVENTORY.ALWAYSPICKUP; - Inventory.Amount 200; - Inventory.MaxAmount 200; - Inventory.InterHubAmount 0; - Inventory.PickupMessage "$I_SEARCHLIGHT"; - Inventory.PickupSound "lite/pickup"; - Inventory.RespawnTics 1050; + +INVENTORY.BIGPOWERUP; + Inventory.MaxAmount 0; + Powerup.Type "UTVisionPower"; + Inventory.PickupSound "uvision/pickup"; + Inventory.RespawnTics 4200; } - - override bool Use( bool pickup ) + override void PostBeginPlay() { - if ( !lt[0] ) lt[0] = Spawn("mkLight"); - lt[0].target = owner; - lt[0].master = self; - if ( !lt[1] ) lt[1] = Spawn("mkLight2"); - lt[1].target = owner; - lt[1].master = self; - if ( !lt[2] ) lt[2] = Spawn("mkLight3"); - lt[2].target = owner; - lt[2].master = self; - return Super.Use(pickup); - } - override void DetachFromOwner() - { - Super.DetachFromOwner(); - if ( lt[0] ) lt[0].Destroy(); - if ( lt[1] ) lt[1].Destroy(); - if ( lt[2] ) lt[2].Destroy(); - } - override void DoEffect() - { - Super.DoEffect(); - if ( !Owner ) return; - if ( ticcnt++ < TICRATE ) return; - ticcnt = 0; - if ( --Amount <= 0 ) - { - PrintPickupMessage(true,StringTable.Localize("$D_SEARCHLIGHT")); - DepleteOrDestroy(); - } + Super.PostBeginPlay(); + tracer = Spawn("UTNightVisionX",pos); + tracer.angle = angle; + tracer.target = self; } States { Spawn: - SLIT A -1; + UKEY A -1; Stop; } } -/* hello, Soundless Mound copypasted lights */ -Class mkLight : DynamicLight +Class UTNightVisionX : UTInvisibilityX { - int basecolor[3]; + Default + { + Alpha 0.3; + } + States + { + Spawn: + UKEY A -1 Bright; + Stop; + } +} +Class UTVisionLight : DynamicLight +{ Default { DynamicLight.Type "Point"; - +DynamicLight.SPOT; - +DynamicLight.ATTENUATE; - +DynamicLight.DONTLIGHTSELF; - args 255,224,160,300; - DynamicLight.SpotInnerAngle 20; - DynamicLight.SpotOuterAngle 35; - } - override void PostBeginPlay() - { - Super.PostBeginPlay(); - basecolor[0] = args[LIGHT_RED]; - basecolor[1] = args[LIGHT_GREEN]; - basecolor[2] = args[LIGHT_BLUE]; + +DYNAMICLIGHT.SPOT; + DynamicLight.SpotInnerAngle 60; + DynamicLight.SpotOuterAngle 90; + Args 224,238,255,800; } override void Tick() { Super.Tick(); - if ( !target || !Inventory(master) ) + if ( !target || !master ) { Destroy(); return; } - if ( target.player ) SetOrigin((target.pos.x,target.pos.y,target.player.viewz),true); - else SetOrigin(target.vec3Offset(0,0,target.height*0.75),true); - A_SetAngle(target.angle,SPF_INTERPOLATE); - A_SetPitch(target.pitch,SPF_INTERPOLATE); - args[LIGHT_RED] = int(basecolor[0]*clamp(Inventory(master).amount/40.,0.,1.)); - args[LIGHT_GREEN] = int(basecolor[1]*clamp(Inventory(master).amount/40.,0.,1.)); - args[LIGHT_BLUE] = int(basecolor[2]*clamp(Inventory(master).amount/40.,0.,1.)); - bDORMANT = (target.health <= 0); - if ( Inventory(target) && target.bInvisible ) bDORMANT = true; - // alert monsters hit by the light - if ( GetClass() != "mkLight" ) return; - if ( !bDORMANT && target.player && (target.health > 0) ) - { - BlockThingsIterator bt = BlockThingsIterator.Create(target,args[LIGHT_INTENSITY]); - while ( bt.Next() ) - { - if ( !bt.Thing || (Distance3D(bt.Thing) > args[LIGHT_INTENSITY]) ) continue; - Vector3 aimdir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch)); - Vector3 reldir = Vec3To(bt.Thing).unit(); - if ( (acos(aimdir dot reldir) < SpotOuterAngle+5) && bt.Thing.CheckSight(target) ) bt.Thing.LastHeard = target; - } - } + Vector3 x, y, z, origin; + [x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll); + if ( target.player ) + origin = target.Vec2OffsetZ(0,0,target.player.viewz); + else origin = target.Vec3Offset(0,0,target.height/2); + SetOrigin(origin,true); + angle = target.angle; + pitch = target.pitch; + args[LIGHT_INTENSITY] = Random[UVision](40,48)*20; + bDORMANT = ((players[consoleplayer].Camera != target)||Powerup(master).isBlinking()); } } -Class mkLight2 : mkLight +Class UTVisionPower : Powerup { - Default - { - args 128,112,96,300; - DynamicLight.SpotInnerAngle 0; - DynamicLight.SpotOuterAngle 50; - } -} - -Class mkLight3 : DynamicLight -{ - int basecolor[3]; + Actor l; Default { - DynamicLight.Type "Point"; - +DynamicLight.ATTENUATE; - args 32,28,24,0; + Powerup.Duration -90; + Powerup.Color "AAEEFF", 0.05; } - override void PostBeginPlay() + + override void BeginPlay() { - Super.PostBeginPlay(); - basecolor[0] = args[LIGHT_RED]; - basecolor[1] = args[LIGHT_GREEN]; - basecolor[2] = args[LIGHT_BLUE]; + Super.BeginPlay(); + if ( deathmatch ) EffectTics /= 2; } - override void Tick() + + override void InitEffect() { - Super.Tick(); - if ( !target || Inventory(target) || !Inventory(master) ) - { - Destroy(); - return; - } - args[LIGHT_RED] = int(basecolor[0]*clamp(Inventory(master).amount/40.,0.,1.)); - args[LIGHT_GREEN] = int(basecolor[1]*clamp(Inventory(master).amount/40.,0.,1.)); - args[LIGHT_BLUE] = int(basecolor[2]*clamp(Inventory(master).amount/40.,0.,1.)); - SetOrigin(target.vec3Offset(0,0,target.height*0.5),true); + Super.InitEffect(); + l = Spawn("UTVisionLight",Owner.pos); + l.target = Owner; + l.master = self; + } + + override void EndEffect() + { + Super.EndEffect(); + if ( (EffectTics <= 0) && Owner && Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_UTVISION")); } } diff --git a/zscript/pulsegun.zsc b/zscript/pulsegun.zsc index dc08d4a..8e023b3 100644 --- a/zscript/pulsegun.zsc +++ b/zscript/pulsegun.zsc @@ -6,7 +6,7 @@ Class PulseAmmo : Ammo Inventory.PickupMessage "$I_PULSEAMMO"; Inventory.Amount 25; Inventory.MaxAmount 200; - Ammo.BackpackAmount 40; + Ammo.BackpackAmount 10; Ammo.BackpackMaxAmount 400; Ammo.DropAmount 10; } @@ -88,8 +88,8 @@ Class ViewPulseSpark : PulseSpark } Vector3 x, y, z; [x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll); - Vector3 origin = x*ofs.x+y*ofs.y+z*ofs.z+(0,0,target.player.viewz); - SetOrigin(target.Vec2OffsetZ(origin.x,origin.y,origin.z),true); + Vector3 origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),x*ofs.x+y*ofs.y+z*ofs.z); + SetOrigin(origin,true); bInvisible = (players[consoleplayer].camera != target); if ( isFrozen() ) return; ofs += vvel; @@ -132,28 +132,13 @@ Class PulseBallLight : DynamicLight } } -Class PulseExplLight : DynamicLight +Class PulseExplLight : PaletteLight { - double lifetime; Default { - DynamicLight.Type "Point"; + Tag "ExplGreen"; ReactionTime 20; - Args 64,255,0,30; - } - override void PostBeginPlay() - { - Super.PostBeginPlay(); - lifetime = 1.0; - } - override void Tick() - { - Super.Tick(); - if ( isFrozen() ) return; - args[LIGHT_RED] = int(64*lifetime); - args[LIGHT_GREEN] = int(255*lifetime); - lifetime -= 1./ReactionTime; - if ( lifetime <= 0 ) Destroy(); + Args 0,0,0,30; } } @@ -241,6 +226,7 @@ Class PulseBoltLight : DynamicLight Class PulseBoltTracer : LineTracer { Actor ignore; + Array ShootThroughList; override ETraceStatus TraceCallback() { @@ -254,6 +240,7 @@ Class PulseBoltTracer : LineTracer { if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&Line.ML_BlockHitscan) ) return TRACE_Stop; + ShootThroughList.Push(Results.HitLine); return TRACE_Skip; } return TRACE_Stop; @@ -367,7 +354,10 @@ Class PulseBolt : Actor } void CheckBeam( Vector3 x ) { + t.ShootThroughList.Clear(); t.Trace(pos,cursector,x,beamsize,0); + for ( int i=0; i0)?90:-90; + angle = FRandom[Junk](0,360); + } + Stop; + } +} + Class PulseGun : UTWeapon { int clipcount; @@ -542,28 +565,31 @@ Class PulseGun : UTWeapon Property ClipCount : clipcount; - action void A_Reloading() - { - Weapon weap = Weapon(invoker); - if ( !weap ) return; - invoker.clipcount = Min(50,weap.Ammo1.Amount); - A_PlaySound("pulse/reload",CHAN_WEAPON); - } action void A_DrainAmmo() { Weapon weap = Weapon(invoker); if ( !weap ) return; - if ( weap.Ammo1.Amount <= 0 ) return; + if ( (weap.Ammo1.Amount <= 0) || !(player.cmd.buttons&BT_ALTATTACK) || (flak_pulsereload && (invoker.clipcount <= 0)) ) + { + player.SetPSprite(PSP_WEAPON,ResolveState("AltRelease")); + return; + } + if ( invoker.special1 > 0 ) + { + invoker.special1--; + return; + } + invoker.special1 = 9; if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return; invoker.clipcount--; - if ( !flak_pulsereload && (invoker.clipcount <= 0) ) invoker.clipcount = (weap.Ammo1.Amount>0)?Min(50,weap.Ammo1.Amount):50; + if ( !flak_pulsereload && (invoker.clipcount <= 0) ) invoker.clipcount = min(invoker.default.clipcount,weap.Ammo1.Amount); invoker.FireEffect(); UTMainHandler.DoFlash(self,Color(32,128,255,128),1); - UTMainHandler.DoSwing(self,(FRandom[Pulse](-1,-1),FRandom[Pulse](-1,1)),0.1,-0.02,3,SWING_Spring,0,2); + UTMainHandler.DoSwing(self,(FRandom[Pulse](-1,1),FRandom[Pulse](-1,1)),0.1,-0.02,3,SWING_Spring,0,2); A_AlertMonsters(); Vector3 x, y, z; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); - Vector3 origin = Vec2OffsetZ(0,0,player.viewz)+10.0*x+4.1*y-2.7*z; + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+4.1*y-2.7*z); for ( int i=0; i<4; i++ ) { let s = Spawn("UTViewSmoke",origin); @@ -583,38 +609,38 @@ Class PulseGun : UTWeapon ViewPulseSpark(s).vvel += (FRandom[Pulse](0.2,0.8),FRandom[Pulse](-0.5,0.5),FRandom[Pulse](-0.5,0.5)); } } - action void A_PulseRefire( statelabel flash = null, bool noreload = false ) + action void A_PulseRefire() { Weapon weap = Weapon(invoker); if ( !weap || !player ) return; - if ( (invoker.clipcount <= 0) || (weap.Ammo1.Amount <= 0) ) - { - if ( noreload ) return; - A_ClearRefire(); - if ( weap.bAltFire ) player.setpsprite(PSP_WEAPON,weap.FindState("AltRelease")); - else player.setpsprite(PSP_WEAPON,weap.FindState("Release")); + if ( (flak_pulsereload && (invoker.clipcount <= 0)) || (weap.Ammo1.Amount <= 0) ) return; - } - if ( noreload ) + if ( player.cmd.buttons&BT_ALTATTACK ) { - if ( player.cmd.buttons&BT_ALTATTACK ) - { - weap.bAltFire = true; - flash = "AltFire"; - } - else - { - weap.bAltFire = false; - flash = "Fire"; - } + weap.bAltFire = true; + player.SetPSprite(PSP_WEAPON,ResolveState("AltHold")); + } + else if ( player.cmd.buttons&BT_ATTACK ) + { + weap.bAltFire = false; + player.SetPSprite(PSP_WEAPON,ResolveState("Fire")); } - A_Refire(flash); } action void A_PulseFire() { Weapon weap = Weapon(invoker); if ( !weap ) return; - if ( weap.Ammo1.Amount <= 0 ) return; + if ( (weap.Ammo1.Amount <= 0) || !(player.cmd.buttons&BT_ATTACK) || (flak_pulsereload && (invoker.clipcount <= 0)) ) + { + player.SetPSprite(PSP_WEAPON,ResolveState("Release")); + return; + } + if ( invoker.special1 > 0 ) + { + invoker.special1--; + return; + } + invoker.special1 = 5; if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return; invoker.clipcount--; if ( !flak_pulsereload && (invoker.clipcount <=0) ) invoker.clipcount = (weap.Ammo1.Amount>0)?Min(50,weap.Ammo1.Amount):50; @@ -629,8 +655,8 @@ Class PulseGun : UTWeapon Vector3 x, y, z; double a; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); - Vector3 origin = Vec2OffsetZ(0,0,player.viewz)+10.0*x+3.0*y-1.8*z; - origin += y*cos(invoker.sangle)*2.0+z*sin(invoker.sangle)*2.0; + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-1.8*z); + origin = level.Vec3Offset(origin,y*cos(invoker.sangle)*2+z*sin(invoker.sangle)*2); invoker.sangle += 100; Actor p = Spawn("PulseBall",origin); p.angle = angle; @@ -640,7 +666,7 @@ Class PulseGun : UTWeapon for ( int i=0; i<8; i++ ) { let s = Spawn("UTViewSmoke",origin); - UTViewSmoke(s).ofs = (10,3.0,-1.8); + UTViewSmoke(s).ofs = (10,3,-1.8); s.scale *= 1.8; s.target = self; s.SetShade("206010"); @@ -651,17 +677,18 @@ Class PulseGun : UTWeapon for ( int i=0; i 0) ) return A_Jump(255,"Reload"); + if ( (invoker.clipcount <= 0) && (invoker.Ammo1.Amount > 0) ) return ResolveState("Reload"); A_WeaponReady(WRF_ALLOWRELOAD); } else A_WeaponReady(); @@ -727,89 +754,71 @@ Class PulseGun : UTWeapon PGNI ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 { A_CheckReload(); - A_WeaponReady(WRF_ALLOWRELOAD); + if ( flak_pulsereload ) + { + if ( (invoker.clipcount <= 0) && (invoker.Ammo1.Amount > 0) ) return ResolveState("Reload"); + A_WeaponReady(WRF_ALLOWRELOAD); + } + else A_WeaponReady(); + return ResolveState(null); } Goto Idle; Fire: - PGNI A 0 A_PlaySound("pulse/fire",CHAN_WEAPON,1.0,true); - Hold: - PGNF A 1 A_PulseFire(); - PGNF BCDEF 1; - PNGF G 0 A_PulseRefire(1); - Goto Release; - PGNF G 1 A_PulseFire(); - PGNF HIJKL 1; - PNGF M 0 A_PulseRefire(1); - Goto Release; - PGNF N 1 A_PulseFire(); - PGNF OPQRS 1; - PNGF T 0 A_PulseRefire(1); - Goto Release; - PGNF U 1 A_PulseFire(); - PGNF VWXYZ 1; - PGF2 A 0 A_PulseRefire(1); - Goto Release; - PGF2 A 1 A_PulseFire(); - PGF2 BCDEF 1; - PGF2 G 0 A_PulseRefire(1); - Goto Release; - PGF2 H 1 A_PulseFire(); - PGF2 IJKLM 1; - PGF2 N 0 A_PulseRefire(); - Goto Release; + PGNI A 0 + { + invoker.special1 = 0; + A_PlaySound("pulse/fire",CHAN_WEAPON,1.0,true); + } + PGNF ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_PulseFire(); + PGF2 ABCDEFGHIJKLMN 1 A_PulseFire(); + Goto Fire+1; Release: PGNC A 0 A_PlaySound("pulse/down",CHAN_WEAPON); - PGNC ABCDEFGHIJKLMNOPQRSTUVWXY 1 A_PulseRefire(null,true); + PGNC ABCDEFGHIJKLMNOPQRSTUVWXY 1 A_PulseRefire(); PGNC Y 0; Goto Idle; AltFire: PGBS ABCDE 1; - PGBL A 0 A_StartBeam(); + Goto AltHold; AltHold: - PGBL A 1 A_DrainAmmo(); - PGBL B 0 A_PulseRefire(1); - Goto AltRelease; - PGBL B 1; - PGBL C 0 A_PulseRefire(1); - Goto AltRelease; - PGBL C 1; - PGBL D 0 A_PulseRefire(1); - Goto AltRelease; - PGBL D 1; - PGBL E 0 A_PulseRefire(1); - Goto AltRelease; - PGBL E 1; - PGBL F 0 A_PulseRefire(1); - Goto AltRelease; - PGBL F 1; - PGBL G 0 A_PulseRefire(1); - Goto AltRelease; - PGBL G 1; - PGBL H 0 A_PulseRefire(1); - Goto AltRelease; - PGBL H 1; - PGBL I 0 A_PulseRefire(1); - Goto AltRelease; - PGBL I 1; - PGBL J 0 A_PulseRefire(1); - Goto AltRelease; - PGBL J 1; - PGBL A 0 A_PulseRefire(); + PGBL A 0 A_StartBeam(); + PGBL ABCDEFGHIJ 1 A_DrainAmmo(); + Goto AltHold+1; AltRelease: PGBE A 0 A_StopBeam(); - PGBE ABCDE 1 A_PulseRefire(null,true); + PGBE ABCDE 1 A_PulseRefire(); Goto Idle; Reload: PGNI A 1; - PGNI A 0 A_JumpIf(invoker.clipcount >= Min(50,invoker.Ammo1.Amount),"Idle"); + PGNI A 0 A_JumpIf(invoker.clipcount >= Min(invoker.default.clipcount,invoker.Ammo1.Amount),"Idle"); PGNR A 1 { - A_Reloading(); + A_PlaySound("pulse/reload",CHAN_WEAPON); if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading(); } - PGNR BCDEFGHIJKLMNOPQRSTUVWXYZ 1; - PGR2 ABCDEFGHIJKLMNOPQRSTUVWX 1; + PGNR BCDEFGHIJKLMNO 1; + PGNR P 1 + { + invoker.clipcount = 0; + } + PGNR QRSTUVWXYZ 1; + PGR2 A 1 + { + Vector3 x, y, z, origin; + [x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*6.-z*8.); + let c = Spawn("PulseMag",origin); + c.angle = angle; + c.pitch = pitch; + c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2); + } + PGR2 BCD 1; + PGR2 E 1 + { + invoker.clipcount = Min(invoker.default.clipcount,invoker.Ammo1.Amount); + } + PGR2 FGHIJKLMNOPQRSTUVWX 1; Goto Idle; Deselect: PGNS W 1 A_StopSound(CHAN_WEAPON); diff --git a/zscript/ripper.zsc b/zscript/ripper.zsc index 8d7895a..36d9d6a 100644 --- a/zscript/ripper.zsc +++ b/zscript/ripper.zsc @@ -6,7 +6,7 @@ Class RipperAmmo : Ammo Inventory.PickupMessage "$I_RIPPERAMMO"; Inventory.Amount 10; Inventory.MaxAmount 40; - Ammo.BackpackAmount 20; + Ammo.BackpackAmount 5; Ammo.BackpackMaxAmount 80; Ammo.DropAmount 5; } @@ -143,33 +143,19 @@ Class Razor2 : Actor } Goto Spawn; Death: + TNT1 A 0 A_RazorHit(); + XDeath: TNT1 A 1 A_StopSound(CHAN_VOICE); Stop; } } -Class Razor2AltLight : DynamicLight +Class Razor2AltLight : PaletteLight { - double lifetime; Default { - DynamicLight.Type "Point"; - Args 255,240,224,90; - } - override void PostBeginPlay() - { - Super.PostBeginPlay(); - lifetime = 1.0; - } - override void Tick() - { - Super.Tick(); - if ( isFrozen() ) return; - args[LIGHT_RED] = int(255*lifetime); - args[LIGHT_GREEN] = int(240*lifetime); - args[LIGHT_BLUE] = int(224*lifetime); - lifetime -= 0.05; - if ( lifetime <= 0 ) Destroy(); + Args 0,0,0,90; + ReactionTime 20; } } @@ -277,7 +263,7 @@ Class Ripper2 : UTWeapon } Vector3 x, y, z; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); - Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+6.0*y-4.0*z; + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+6*y-4*z); Actor p; if ( alt ) p = Spawn("Razor2Alt",origin); else p = Spawn("Razor2",origin); diff --git a/zscript/shockrifle.zsc b/zscript/shockrifle.zsc index baa9164..1c3345c 100644 --- a/zscript/shockrifle.zsc +++ b/zscript/shockrifle.zsc @@ -6,7 +6,7 @@ Class ShockAmmo : Ammo Inventory.PickupMessage "$I_SHOCKAMMO"; Inventory.Amount 10; Inventory.MaxAmount 50; - Ammo.BackpackAmount 20; + Ammo.BackpackAmount 5; Ammo.BackpackMaxAmount 100; Ammo.DropAmount 5; } @@ -38,6 +38,7 @@ Class ShockAmmo2 : ShockAmmo Class ShockBeamTracer : LineTracer { Actor owner, ignore, lasthit; + Array ShootThroughList; override ETraceStatus TraceCallback() { @@ -51,6 +52,7 @@ Class ShockBeamTracer : LineTracer { if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BlockHitscan|Line.ML_BlockEverything)) ) return TRACE_Stop; + ShootThroughList.Push(Results.HitLine); return TRACE_Skip; } return TRACE_Stop; @@ -304,7 +306,10 @@ Class ShockBeam : Actor if ( !moving ) return; // step trace tracedir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch)); + t.ShootThroughList.Clear(); t.Trace(pos,cursector,tracedir,1000,0); + for ( int i=0; i 1.0 ) crosshair = 99; else crosshair = 0; } @@ -98,10 +103,12 @@ Class SniperRifle : UTWeapon l.target = self; Vector3 x, y, z; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); - Vector3 origin = Vec2OffsetZ(0,0,player.viewz)+10.0*x; - if ( !zoomed ) origin = origin+y*4.0-z*2.0; + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x); + if ( !zoomed ) origin = level.Vec3Offset(origin,y*4-z*2); FLineTraceData d; - LineTrace(angle,10000,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); + double pt = BulletSlope(); + LineTrace(angle,10000,pt,TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); + UTBulletTrail.DoTrail(self,origin,(cos(angle)*cos(pt),sin(angle)*cos(pt),-sin(pt)),10000,1); if ( d.HitType == TRACE_HitActor ) { int dmg = 45; @@ -131,8 +138,16 @@ Class SniperRifle : UTWeapon else if ( d.HitType != TRACE_HitNone ) { Vector3 hitnormal = -d.HitDir; - if ( d.HitType == TRACE_HitFloor ) hitnormal = d.HitSector.floorplane.Normal; - else if ( d.HitType == TRACE_HitCeiling ) hitnormal = d.HitSector.ceilingplane.Normal; + if ( d.HitType == TRACE_HitFloor ) + { + if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal; + else hitnormal = d.HitSector.floorplane.Normal; + } + else if ( d.HitType == TRACE_HitCeiling ) + { + if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal; + else hitnormal = d.HitSector.ceilingplane.Normal; + } else if ( d.HitType == TRACE_HitWall ) { hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit(); @@ -153,9 +168,11 @@ Class SniperRifle : UTWeapon s.scale *= 1.8; s.alpha *= 0.3; } - origin += x*8.0+y*6.0-z*9.0; + origin = level.Vec3Offset(origin,x*8+y*6-z*9); let c = Spawn("UTCasing",origin); c.scale *= 1.25; + c.angle = angle; + c.pitch = pitch; c.vel = x*FRandom[Junk](-1.5,1.5)+y*FRandom[Junk](2,4)+z*FRandom[Junk](2,3); } override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack ) @@ -233,7 +250,18 @@ Class SniperRifle : UTWeapon TNT1 A 20 A_SniperFire(true); Goto ZoomedIdle; AltFire: - SRFI A 0 A_JumpIf(invoker.sniperzoom>1.0,"AltHold2"); + SRFI A 0 + { + if ( invoker.sniperzoom > 1. ) + { + if ( CVar.GetCVar('flak_zoomsound',players[consoleplayer]).GetBool() && CheckLocalView() ) + A_PlaySound("sniper/zoomdown",CHAN_WEAPON); + return ResolveState("AltHold2"); + } + if ( CVar.GetCVar('flak_zoomsound',players[consoleplayer]).GetBool() && CheckLocalView() ) + A_PlaySound("sniper/zoomup",CHAN_WEAPON); + return ResolveState(null); + } AltHold: TNT1 A 1 { @@ -248,7 +276,12 @@ Class SniperRifle : UTWeapon SRFI A 0 A_Refire("AltHold2"); Goto Idle; Deselect: - SRFD A 0 A_ZoomFactor(invoker.sniperzoom=1.0,ZOOM_INSTANT); + SRFD A 0 + { + if ( (invoker.sniperzoom>1.0) && CVar.GetCVar('flak_zoomsound',players[consoleplayer]).GetBool() && CheckLocalView() ) + A_PlaySound("sniper/zoomdown",CHAN_WEAPON); + A_ZoomFactor(invoker.sniperzoom=1.0,ZOOM_INSTANT); + } SRFD ABCDEFG 1; SRFD G 1 A_Lower(int.max); Wait; diff --git a/zscript/translocator.zsc b/zscript/translocator.zsc index 01cd5b9..9fc1330 100644 --- a/zscript/translocator.zsc +++ b/zscript/translocator.zsc @@ -20,6 +20,7 @@ Class ModuleHitbox : Actor master.vel.z = 5; } if ( !master || (master.target && ((master.target == source) || master.target.isTeammate(source))) ) return 0; + Health = 0; master.bAMBUSH = true; return 0; } @@ -50,6 +51,9 @@ Class ModuleHitbox : Actor Spawn: TNT1 A 10 A_AlertMonsters(0,AMF_TARGETEMITTER); Wait; + Death: + TNT1 A -1; + Stop; } } @@ -232,6 +236,8 @@ Class TranslocatorModule : Actor { SetOrigin(tracer.Vec2OffsetZ(0,0,pos.z),false); vel.xy *= 0; + tracer = null; + bHITTRACER = false; } } TMOD A 12; @@ -241,8 +247,34 @@ Class TranslocatorModule : Actor } } +Class TranslocatorAfterimageParticle : Actor +{ + Default + { + RenderStyle "Add"; + Scale 0.6; + Alpha 0.4; + +NOCLIP; + +NOGRAVITY; + +DONTSPLASH; + +NOTELEPORT; + } + override void Tick() + { + Super.Tick(); + A_SetScale(.1+.2*alpha); + } + States + { + Spawn: + TPEF A 1 Bright A_FadeOut(.4/TICRATE); + Wait; + } +} + Class TranslocatorAfterimage : Actor { + Array particles; Vector3 spreaddir; Default { @@ -266,21 +298,47 @@ Class TranslocatorAfterimage : Actor return; } scale = target.scale; - angle = target.angle; - pitch = target.pitch; - roll = target.roll; - vel = (FRandom[Transloc](-.5,.5),FRandom[Transloc](-.5,.5),FRandom[Transloc](-.5,.5)); + angle = target.angle-90; + roll = -90; + Vector3 x, y, z; + [x, y, z] = dt_CoordUtil.GetAxes(0,angle,roll); + int lump = Wads.CheckNumForFullname("models/TeleSoldier_a.3d"); + String anivfile = Wads.ReadLump(lump); + int numframes = anivfile.ByteAt(0); + numframes |= anivfile.ByteAt(1)<<8; + int fsiz = anivfile.ByteAt(2); + fsiz |= anivfile.ByteAt(3)<<8; + particles.Resize(fsiz/4); + int cursor = 4; + for ( int i=0; i>11)&0x7ff)<<21, + az = ((avert>>22)&0x3ff)<<22; + Vector3 ppos = (ax/2097152.-5.,ay/2097152.+1.25,az/4194304.); + ppos.xy *= 0.0625; + ppos.z *= 0.125; + particles[i] = Spawn("TranslocatorAfterimageParticle",level.Vec3Offset(pos,ppos.x*x+ppos.y*y+ppos.z*z+(0,0,30))); + particles[i].vel = (FRandom[Transloc](-.25,.25),FRandom[Transloc](-.25,.25),FRandom[Transloc](-.25,.25)); + } } - action void A_Spread() + void A_Spread() { - vel += invoker.spreaddir*speed; - A_FadeOut(0.003); + for ( int i=0; i moduleceilingz) ) newpos.z = max(modulefloorz,moduleceilingz-height); + // temporarily disable telefragging for all allies + bool oldnotele[MAXPLAYERS]; + for ( int i=0; i which[] = + { + "UTShieldBelt", "UTArmorBonus", + "UTBodyArmor", "UTThighpads" + }; + Inventory inv; + int mx = flak_vanillaarmor?2:4; + for ( int i=0; i 0) || GetFloorTerrain().IsLiquid) && !bOnMobj ) A_PlaySound("ut/wetsplash",CHAN_AUTO,vol); + if ( ((waterlevel > 0) || GetFloorTerrain().IsLiquid) && !bOnMobj ) PlaySplash(vol); else A_PlaySound("*uland",CHAN_AUTO,vol); PlayLanding(); } @@ -263,13 +274,20 @@ Class UTPlayer : DoomPlayer { double vol = abs(vel.xy.length())*0.03; if ( forcefootstep ) vol = clamp(-lastvelz*0.05,0.01,1.0); - if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid && !bOnMobj ) A_PlaySound("ut/playerfootstepwet",CHAN_5,vol); + if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid && !bOnMobj ) PlayWetFootstep(vol); else PlayFootstep(vol); } if ( (waterlevel >= 2) && (lastwaterlevel < 2) ) - A_PlaySound("ut/wetsplash",CHAN_AUTO); + PlaySplash(1.); else if ( (waterlevel < 2) && (lastwaterlevel >= 2) ) - A_PlaySound("ut/wetsurface",CHAN_AUTO); + PlaySurface(); + if ( (waterlevel >= 3) && !underwatersnd ) + { + underwatersnd = Spawn("UTUnderSound",pos); + underwatersnd.target = self; + } + else if ( (waterlevel < 3) && underwatersnd ) + underwatersnd.Destroy(); lastground = player.onground; lastvelz = prevvelz; prevvelz = vel.z; @@ -383,8 +401,17 @@ Class UTPlayer : DoomPlayer else Angle += cmd.yaw*(360./65536.); player.onground = (pos.z <= floorz) || bOnMobj || bMBFBouncer || (player.cheats & CF_NOCLIP2); // slant (aka steep slope) detection - // TODO make it 3d floor aware when the PR makes it in - if ( floorsector.floorplane.normal dot (0,0,1) < (46342./65536.) ) + Vector3 floornormal = floorsector.floorplane.normal; + for ( int i=0; i lastnoammotic) && !rslt && !autoSwitch && !requireAmmo && Owner.CheckLocalView() ) + { + lastnoammotic = gametic; + Console.Printf(StringTable.Localize((Amount>1)?"$M_NOAMMO2":"$M_NOAMMO"),GetTag()); + } + return rslt; + } + Default { Weapon.BobStyle "Smooth"; @@ -1445,11 +1836,11 @@ Class UTTeleportLight : DynamicLight Destroy(); return; } - args[LIGHT_RED] = int(128*alpha); - args[LIGHT_GREEN] = int(160*alpha); - args[LIGHT_BLUE] = int(255*alpha); + args[LIGHT_RED] = int(128*alpha*(.5+.5*cos(GetAge()*30))); + args[LIGHT_GREEN] = int(160*alpha*(.5+.5*cos(GetAge()*30))); + args[LIGHT_BLUE] = int(255*alpha*(.5+.5*cos(GetAge()*30))); args[LIGHT_INTENSITY] = Random[Tele](10,14)*8; - alpha -= 1./35; + alpha -= 1./TICRATE; } } @@ -1472,7 +1863,7 @@ Class UTItemLight : DynamicLight args[LIGHT_GREEN] = int(224*alpha); args[LIGHT_BLUE] = int(160*alpha); args[LIGHT_INTENSITY] = Random[Tele](6,8)*8; - alpha -= 3./35; + alpha -= 1.5/TICRATE; } } @@ -1488,8 +1879,9 @@ Class UTTeleportFog : Actor override void PostBeginPlay() { Super.PostBeginPlay(); - Spawn("UTTeleportLight",pos+(0,0,16)); + Spawn("UTTeleportLight",Vec3Offset(0,0,16)); A_PlaySound ("misc/teleport"); + Spawn("UTTeleportParticles",Vec3Offset(0,0,16)); } States { @@ -1512,7 +1904,8 @@ Class UTItemFog : Actor override void PostBeginPlay() { Super.PostBeginPlay(); - Spawn("UTItemLight",pos+(0,0,16)); + Spawn("UTItemLight",Vec3Offset(0,0,16)); + Spawn("UTRespawnParticles",Vec3Offset(0,0,12)); } States { @@ -1583,8 +1976,8 @@ Class UTViewSpark : UTSpark } Vector3 x, y, z; [x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll); - Vector3 origin = x*ofs.x+y*ofs.y+z*ofs.z+(0,0,target.player.viewz); - SetOrigin(target.Vec2OffsetZ(origin.x,origin.y,origin.z),true); + Vector3 origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),x*ofs.x+y*ofs.y+z*ofs.z); + SetOrigin(origin,true); bInvisible = (players[consoleplayer].camera != target); if ( isFrozen() ) return; ofs += vvel; @@ -1828,8 +2221,8 @@ Class UTViewSmoke : UTSmoke } Vector3 x, y, z; [x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll); - Vector3 origin = x*ofs.x+y*ofs.y+z*ofs.z+(0,0,target.player.viewz); - SetOrigin(target.Vec2OffsetZ(origin.x,origin.y,origin.z),true); + Vector3 origin = level.Vec3Offset(target.Vec2OffsetZ(0,0,target.player.viewz),x*ofs.x+y*ofs.y+z*ofs.z); + SetOrigin(origin,true); bInvisible = (players[consoleplayer].camera != target); if ( isFrozen() ) return; ofs += vvel; @@ -2021,6 +2414,278 @@ Class ShredCorpseHitbox : Actor } } +// imitates UE1 light type LT_TexturePaletteOnce/LT_TexturePaletteLoop +Class PaletteLight : DynamicLight +{ + Color pal[256]; + bool IsLooping; + + Default + { + Tag "Explosion"; + DynamicLight.Type "Point"; + Args 0,0,0,80; + ReactionTime 15; + } + private void UpdateLight() + { + int index = 255-((255*ReactionTime)/abs(default.ReactionTime)); + args[LIGHT_RED] = pal[index].r; + args[LIGHT_GREEN] = pal[index].g; + args[LIGHT_BLUE] = pal[index].b; + } + override void PostBeginPlay() + { + Super.PostBeginPlay(); + int lump = Wads.CheckNumForFullname(String.Format("palettes/%s.pal",GetTag())); + String paldat = Wads.ReadLump(lump); + for ( int i=0; i<256; i++ ) + { + pal[i].r = paldat.ByteAt(i*3); + pal[i].g = paldat.ByteAt(i*3+1); + pal[i].b = paldat.ByteAt(i*3+2); + } + if ( ReactionTime < 0 ) + { + ReactionTime = -ReactionTime; + IsLooping = true; + } + UpdateLight(); + } + override void Tick() + { + Super.Tick(); + if ( isFrozen() ) return; + ReactionTime--; + if ( ReactionTime < 0 ) + { + if ( !IsLooping ) + { + Destroy(); + return; + } + else ReactionTime = abs(default.ReactionTime); + } + UpdateLight(); + } +} + +// A bParticles type actor, reads from the anivfile directly +// Tag: semicolon-separated, starting with the model, then the particle class +// of UTMeshParticle to use +Class UTParticleMesh : Actor +{ + Array px, py, pz; + Array parts; + Class pclass; + int numframes, numverts; + double animframe, animrate; + + Default + { + Tag "telepo;UTMeshParticle"; + Args 28; // animation rate in fps + ReactionTime 35; // total lifespan + XScale 0.015; // scale of the model + YScale 0.03; // scale of the model + +NOGRAVITY; + +NOCLIP; + +DONTSPLASH; + +NOTELEPORT; + } + override void PostBeginPlay() + { + Super.PostBeginPlay(); + Array strs; + strs.Clear(); + GetTag().Split(strs,";"); + pclass = strs[1]; + int lump = Wads.CheckNumForFullname(String.Format("models/%s_a.3d",strs[0])); + String anivfile = Wads.ReadLump(lump); + numframes = anivfile.ByteAt(0); + numframes |= anivfile.ByteAt(1)<<8; + int fsiz = anivfile.ByteAt(2); + fsiz |= anivfile.ByteAt(3)<<8; + numverts = fsiz/4; + px.Resize(numverts*numframes); + py.Resize(numverts*numframes); + pz.Resize(numverts*numframes); + parts.Resize(numverts); + int cursor = 4; + for ( int i=0; i>11)&0x7ff)<<21, + az = ((avert>>22)&0x3ff)<<22; + px[i] = ax/2097152.; + py[i] = ay/2097152.; + pz[i] = az/4194304.; + } + Vector3 x, y, z; + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + for ( int i=0; i= numframes) || (ReactionTime <= 0) ) + { + Destroy(); + return; + } + int framea = int(floor(animframe)), frameb = int(ceil(animframe)); + double theta = animframe-framea; + Vector3 posa, posb, ipos; + Vector3 x, y, z; + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + for ( int i=0; i ShootThroughList; + Actor ignoreme; + + static play void DoTrail( Actor target, Vector3 pos, Vector3 dir, int dist, int bubblechance ) + { + let t = new("UTBulletTrail"); + t.ignoreme = target; + t.ShootThroughList.Clear(); + t.Trace(pos,level.PointInSector(pos.xy),dir,dist,0); + for ( int i=0; i ExplosionRadius) ) + if ( !a || !a.bSHOOTABLE || !Source.CheckSight(a,0xf) || (a == Source) || (Source.Distance3D(a) > ExplosionRadius) || a.bCANNOTPUSH || (a.Mass >= 10000000) ) continue; Vector3 midpoint = a.Vec3Offset(0,0,a.height*0.5); Vector3 dir = Level.Vec3Diff(Source.pos,midpoint); @@ -2704,7 +3377,7 @@ Class UTMainHandler : EventHandler // Same for this static void DoKnockback( Actor Victim, Vector3 HitDirection, double MomentumTransfer ) { - if ( !Victim ) return; + if ( !Victim || !Victim.bSHOOTABLE || Victim.bCANNOTPUSH || (Victim.Mass >= 10000000) ) return; if ( (Victim is 'ShredCorpseHitbox') && Victim.target ) Victim.target.vel += HitDirection*(MomentumTransfer/(Thinker.TICRATE*Victim.target.Mass)); else Victim.vel += HitDirection*(MomentumTransfer/(Thinker.TICRATE*Victim.Mass)); diff --git a/zscript/utgore.zsc b/zscript/utgore.zsc index 94d7320..2274b9f 100644 --- a/zscript/utgore.zsc +++ b/zscript/utgore.zsc @@ -69,6 +69,7 @@ Class UTBloodDrop : Actor RenderStyle "Translucent"; +MISSILE; +NOTELEPORT; + +DONTSPLASH; +THRUACTORS; +FORCEXYBILLBOARD; } diff --git a/zscript/uthud.zsc b/zscript/uthud.zsc index 7a41faa..6823355 100644 --- a/zscript/uthud.zsc +++ b/zscript/uthud.zsc @@ -23,7 +23,7 @@ Class ViewTracer : LineTracer Class UTHud : BaseStatusBar { - TextureID AmmoBar, Boxes[4], Keys[5], BigNum[12], Flash, Slots[10], Icons[14], Uses[14], Man[5], Woman[5], Boss[5], WeaponBox, IconTloc2, UseTloc2, IconSaw2, UseSaw2, ItemBox, ItemSel, ItemFlash, ItemArrow[2], LastItem; + TextureID AmmoBar, Boxes[4], Keys[5], BigNum[12], Flash, Slots[10], Icons[14], Uses[14], Man[5], Woman[5], Boss[5], WeaponBox, IconTloc2, UseTloc2, IconSaw2, UseSaw2, IconAuto2, UseAuto2, ItemBox, ItemSel, ItemFlash, ItemArrow[2], LastItem, FacePanel[3]; Class IconClasses[14]; double HScale; Color tintcolor, bgcolor; @@ -34,8 +34,21 @@ Class UTHud : BaseStatusBar int lastseentic; bool showweapons, showfrags, showammo, showstatus, showinfo; double hudsize, weaponsize, statussize; + bool justselected; - HUDFont mUTFont12; + HUDFont mUTFont12, mUTFont40; + + String PickupMsg; + int PickupMsgTic; + String ShortMsg[4]; + int ShortMsgTic[4]; + int ShortMsgCol[4]; + int LastMsgTic; + TextureID LastTalkFace; // guessed from voice type + int LastTalkTic, faceout; + String MidPrintStr; + int MidPrintTic; + double MidPrintScale; // For easier UT Canvas drawing Color DrawColor, WhiteColor, GoldColor; @@ -45,11 +58,12 @@ Class UTHud : BaseStatusBar override void Init() { Super.Init(); - SetSize(0,320,200); + SetSize(0,640,480); // this exists here merely to scale the automap text lastfrag = int.min; lastfragcnt = 0; vtracer = new("ViewTracer"); mUTFont12 = HUDFont.Create("UTFONT12"); + mUTFont40 = HUDFont.Create("UTFONT40"); // Set defaults DrawColor = WhiteColor = "White"; GoldColor = "Gold"; @@ -154,6 +168,11 @@ Class UTHud : BaseStatusBar UseTloc2 = TexMan.CheckForTexture("UseTrn2",TexMan.Type_Any); IconSaw2 = TexMan.CheckForTexture("IconSaw2",TexMan.Type_Any); UseSaw2 = TexMan.CheckForTexture("UseSaw2",TexMan.Type_Any); + IconAuto2 = TexMan.CheckForTexture("IconAut2",TexMan.Type_Any); + UseAuto2 = TexMan.CheckForTexture("UseAut2",TexMan.Type_Any); + FacePanel[0] = TexMan.CheckForTexture("FacePnl",TexMan.Type_Any); + FacePanel[1] = TexMan.CheckForTexture("FacePnlA",TexMan.Type_Any); + FacePanel[2] = TexMan.CheckForTexture("Static1",TexMan.Type_Any); } override void Draw( int state, double TicFrac ) @@ -207,25 +226,25 @@ Class UTHud : BaseStatusBar return Color(a.a,int(a.r*(1.-x)+b.r*x),int(a.g*(1.-x)+b.g*x),int(a.b*(1.-x)+b.b*x)); } - private void UTDrawTintedTex( TextureID tx, double sx = 1.0, int opacity = -1, Color tint = Color("Black"), bool flip = false ) + private void UTDrawTintedTex( TextureID tx, double sx = 1.0, int opacity = -1, Color tint = Color("Black"), bool flip = false, bool animated = false ) { double ss = (HScale*sx); double dw = (Screen.GetWidth()/ss), dh = (Screen.GetHeight()/ss); double dx = CurX/ss, dy = CurY/ss; if ( opacity == -1 ) opacity = self.opacity; - if ( opacity >= 16 ) Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor,DTA_TopOffset,0,DTA_LeftOffset,0); + if ( opacity >= 16 ) Screen.DrawTexture(tx,animated,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor,DTA_TopOffset,0,DTA_LeftOffset,0); double alpha = clamp(opacity/15.,0.0,1.0); - Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha,DTA_LegacyRenderStyle,STYLE_AddShaded,DTA_FillColor,(tint!="Black")?tint:tintcolor,DTA_TopOffset,0,DTA_LeftOffset,0,DTA_FlipX,flip); + Screen.DrawTexture(tx,animated,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha,DTA_LegacyRenderStyle,STYLE_AddShaded,DTA_FillColor,(tint!="Black")?tint:tintcolor,DTA_TopOffset,0,DTA_LeftOffset,0,DTA_FlipX,flip); } - private void UTDrawPlainTex( TextureID tx, double sx = 1.0, int opacity = -1, bool flip = false ) + private void UTDrawPlainTex( TextureID tx, double sx = 1.0, int opacity = -1, bool flip = false, bool animated = false ) { double ss = (HScale*sx); double dw = (Screen.GetWidth()/ss), dh = (Screen.GetHeight()/ss); double dx = CurX/ss, dy = CurY/ss; if ( opacity == -1 ) opacity = self.opacity; - if ( opacity >= 16 ) Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor,DTA_TopOffset,0,DTA_LeftOffset,0,DTA_FlipX,flip); + if ( opacity >= 16 ) Screen.DrawTexture(tx,animated,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor,DTA_TopOffset,0,DTA_LeftOffset,0,DTA_FlipX,flip); double alpha = clamp(opacity/15.,0.0,1.0); - Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha,DTA_TopOffset,0,DTA_LeftOffset,0,DTA_FlipX,flip); + Screen.DrawTexture(tx,animated,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha,DTA_TopOffset,0,DTA_LeftOffset,0,DTA_FlipX,flip); } private bool UTDrawWeaponIcon( Weapon w, bool use, double sx = 1.0 ) @@ -236,7 +255,9 @@ Class UTHud : BaseStatusBar if ( !(w is IconClasses[i]) ) continue; if ( use ) { - if ( (i == 10) && flak_sawammo ) + if ( (i == 1) && (w.Amount > 1) ) + UTDrawTintedTex(UseAuto2,sx,opacity+7); + else if ( (i == 10) && flak_sawammo ) UTDrawTintedTex(UseSaw2,sx,opacity+7); else if ( (i == 11) && flak_transloc2k4 ) UTDrawTintedTex(UseTloc2,sx,opacity+7); @@ -244,7 +265,9 @@ Class UTHud : BaseStatusBar } else { - if ( (i == 10) && flak_sawammo ) + if ( (i == 1) && (w.Amount > 1) ) + UTDrawTintedTex(IconAuto2,sx,opacity,halftint); + else if ( (i == 10) && flak_sawammo ) UTDrawTintedTex(IconSaw2,sx,opacity,halftint); else if ( (i == 11) && flak_transloc2k4 ) UTDrawTintedTex(IconTloc2,sx,opacity,halftint); @@ -326,7 +349,7 @@ Class UTHud : BaseStatusBar else if ( flak_enforcerreload && (cw is 'Enforcer') ) { // draw clip(s) - double ch = Enforcer(cw).ClipCount/20.; + double ch = Enforcer(cw).ClipCount/double(Enforcer(cw).default.ClipCount); CurX = BaseX+6*hudsize*HScale; CurY = BaseY+53*hudsize*HScale; Vector2 ss; @@ -339,7 +362,7 @@ Class UTHud : BaseStatusBar Screen.DrawTexture(AmmoBar,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_WindowRightF,ddw,DTA_Alpha,alpha); if ( cw.Amount > 1 ) { - ch = Enforcer(cw).SlaveClipCount/20.; + ch = Enforcer(cw).SlaveClipCount/double(Enforcer(cw).default.SlaveClipCount); CurY += 3*hudsize*HScale; ss = (0.54,0.125)*hudsize*HScale; dw = (Screen.GetWidth()/ss.x); @@ -353,7 +376,7 @@ Class UTHud : BaseStatusBar else if ( flak_pulsereload && (cw is 'Pulsegun') ) { // draw clip - double ch = Pulsegun(cw).ClipCount/50.; + double ch = Pulsegun(cw).ClipCount/double(Pulsegun(cw).default.ClipCount); CurX = BaseX+6*hudsize*HScale; CurY = BaseY+53*hudsize*HScale; Vector2 ss = (0.54,0.3)*hudsize*HScale; @@ -417,11 +440,14 @@ Class UTHud : BaseStatusBar CurY = 0; Color dollcolor = tintcolor; DamageAmplifier d; + UTInvulPower p; UTJumpBoots j; d = DamageAmplifier(CPlayer.mo.FindInventory("DamageAmplifier")); + p = UTInvulPower(CPlayer.mo.FindInventory("UTInvulPower")); j = UTJumpBoots(CPlayer.mo.FindInventory("UTJumpBoots")); if ( d && !d.isBlinking() ) dollcolor = d.BlendColor; int dolltype = 0; + if ( p && !p.isBlinking() ) dollcolor = LerpColor(GoldColor,dollcolor,((gametic+fractic)/15)%1.); if ( CPlayer.mo is 'UTPlayer' ) dolltype = UTPlayer(CPlayer.mo).DollType; else { @@ -637,14 +663,16 @@ Class UTHud : BaseStatusBar cl1 = String.Format("Dark%s",cl2); } String tname = String.Format("\c[%s]%s:\c[%s] %s",cl1,StringTable.Localize("$M_NAME"),cl2,lastseen.player.GetUserName()); - CurX = (640-mUTFont12.mFont.StringWidth(tname))*0.5; + double scl = HScale/5.; + CurX = (640-mUTFont40.mFont.StringWidth(tname)*scl)*0.5; CurY = 480*0.75; - Screen.DrawText(mUTFont12.mFont,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidth,640,DTA_VirtualHeight,480,DTA_Alpha,lalpha/2.); + Screen.DrawText(mUTFont40.mFont,Font.CR_UNTRANSLATED,CurX/scl,CurY/scl,tname,DTA_VirtualWidthF,640/scl,DTA_VirtualHeightF,480/scl,DTA_Alpha,lalpha/2.,DTA_LegacyRenderStyle,STYLE_Add); if ( !deathmatch || (lastseen.IsTeammate(CPlayer.mo)) ) { - CurY += 1.2*mUTFont12.mFont.GetHeight(); tname = String.Format("\c[%s]%s:\c[%s] %d",cl1,StringTable.Localize("$M_HEALTH"),cl2,lastseen.Health); - Screen.DrawText(mUTFont12.mFont,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidth,640,DTA_VirtualHeight,480,DTA_Alpha,lalpha/2.); + CurY += mUTFont40.mFont.GetHeight()*scl; + CurX = (640-mUTFont40.mFont.StringWidth(tname)*scl)*0.5; + Screen.DrawText(mUTFont40.mFont,Font.CR_UNTRANSLATED,CurX/scl,CurY/scl,tname,DTA_VirtualWidthF,640/scl,DTA_VirtualHeightF,480/scl,DTA_Alpha,lalpha/2.,DTA_LegacyRenderStyle,STYLE_Add); } } @@ -792,6 +820,224 @@ Class UTHud : BaseStatusBar } } + private bool IsAutoTaunt( String str ) + { + // checks if this critical message is pretending to be a chat msg + if ( str.IndexOf("\c*") == 0 ) return true; + return false; + } + + private void SetChatFace( String str, bool isauto = false ) + { + Array splitme; + str.Split(splitme,":"); + if ( splitme.Size() < 2 ) return; + String pname = splitme[0]; + // autotaunts have a leading chat color escape + if ( isauto && (pname.IndexOf("\c*") == 0) ) pname.Remove(0,2); + if ( pname.RightIndexOf("\c*") == pname.Length()-2 ) pname.Remove(pname.Length()-2,2); + // guess the player + int p = -1; + for ( int i=0; i0; j-- ) + { + ShortMsg[j] = ShortMsg[j-1]; + ShortMsgTic[j] = ShortMsgTic[j-1]; + ShortMsgCol[j] = ShortMsgCol[j-1]; + } + // jam it in + ShortMsg[0] = lines.StringAt(i); + LastMsgTic = ShortMsgTic[0] = gametic+170; + ShortMsgCol[0] = col; + } + } + + override void FlushNotify() + { + for ( int i=0; i<4; i++ ) + { + ShortMsg[i] = ""; + ShortMsgTic[i] = int.min; + ShortMsgCol[i] = Font.CR_UNTRANSLATED; + } + LastTalkTic = LastMsgTic = PickupMsgTic = int.min; + LastTalkFace.SetNull(); + PickupMsg = ""; + PickupMsgTic = int.min; + MidPrintStr = ""; + MidPrintTic = int.min; + } + + override bool DrawChat( String txt ) + { + if ( gamestate != GS_LEVEL ) return false; // not during intermissions + CurX = 0; + CurY = 68*HScale; + if ( LastTalkTic > gametic ) CurX += (68+faceout)*HScale; + int areatime = max(LastTalkTic,LastMsgTic)+30; + if ( areatime > gametic ) UTDrawTintedTex(FacePanel[1],opacity:clamp(int((areatime-gametic+fractic)*0.75),0,15)); + CurX += 6*HScale; + CurY += HScale; + double scl = HScale/3.; + String fullstr = String.Format("(> Say %s%s",txt,mUTFont40.mFont.GetCursor()); + // cut out until it fits + while ( (mUTFont40.mFont.StringWidth(fullstr) > 2450) && (fullstr.Length() > 7) ) + fullstr.Remove(7,1); + Screen.DrawText(mUTFont40.mFont,Font.CR_GREEN,CurX/scl,CurY/scl,fullstr,DTA_VirtualWidthF,Screen.GetWidth()/scl,DTA_VirtualHeightF,Screen.GetHeight()/scl,DTA_KeepRatio,true); + return true; + } + + private void DrawTalkFace() + { + // this doesn't even get close to how it's supposed to look but whatever + double ss = (HScale*0.265625); + double dw = (Screen.GetWidth()/ss), dh = (Screen.GetHeight()/ss); + double dx = CurX/ss, dy = CurY/ss; + Screen.DrawTexture(FacePanel[2],false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,Color("Black")); + Screen.DrawTexture(FacePanel[2],true,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_LegacyRenderStyle,STYLE_AddShaded,DTA_FillColor,tintcolor); + ss = HScale; + dw = (Screen.GetWidth()/ss); + dh = (Screen.GetHeight()/ss); + dx = (CurX+2*HScale)/ss; + dy = (CurY+2*HScale)/ss; + Screen.DrawTexture(LastTalkFace,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,0.8); + Screen.DrawTexture(LastTalkFace,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_LegacyRenderStyle,STYLE_Add); + } + + private void DrawMessages() + { + // midprint + if ( (MidPrintStr.Length() > 0) && (MidPrintTic > gametic) ) + { + double scl = HScale/MidPrintScale; + CurX = (Screen.GetWidth()-mUTFont40.mFont.StringWidth(MidPrintStr)*scl)/2; + CurY = 256*HScale; + Screen.DrawText(mUTFont40.mFont,Font.FindFontColor('UTHudText'),CurX/scl,CurY/scl,MidPrintStr,DTA_VirtualWidthF,Screen.GetWidth()/scl,DTA_VirtualHeightF,Screen.GetHeight()/scl,DTA_KeepRatio,true,DTA_Alpha,clamp((MidPrintTic-gametic+fractic)*0.1,0,1),DTA_LegacyRenderStyle,STYLE_Add); + } + // pickup message + if ( PickupMsgTic > gametic ) + { + double scl = HScale/2.2; + CurX = (Screen.GetWidth()-mUTFont40.mFont.StringWidth(PickupMsg)*scl)/2; + CurY = Screen.GetHeight()-112*HScale; + Screen.DrawText(mUTFont40.mFont,Font.CR_WHITE,CurX/scl,CurY/scl,PickupMsg,DTA_VirtualWidthF,Screen.GetWidth()/scl,DTA_VirtualHeightF,Screen.GetHeight()/scl,DTA_KeepRatio,true,DTA_Alpha,clamp((PickupMsgTic-gametic+fractic)*0.1,0,1),DTA_LegacyRenderStyle,STYLE_Add); + } + // talk face + CurX = 0; + CurY = 0; + if ( LastTalkTic > gametic ) + { + if ( (LastTalkTic-gametic) < 30 ) faceout = max(-68,faceout-8); + else faceout = 0; + CurX = faceout*HScale; + DrawTalkFace(); + CurX += 68*HScale; + } + // message frame + int areatime = max(LastTalkTic,LastMsgTic)+30; + if ( areatime > gametic ) + UTDrawTintedTex(FacePanel[0],opacity:clamp(int((areatime-gametic+fractic)*0.75),0,15)); + // messages themselves + if ( LastMsgTic < gametic ) return; + CurX = 8*HScale; + if ( LastTalkTic > gametic ) CurX += (68+faceout)*HScale; + CurY = HScale; + double scl = HScale/3.; + for ( int i=3; i>=0; i-- ) + { + if ( ShortMsgTic[i] < gametic ) continue; + Screen.DrawText(mUTFont40.mFont,ShortMsgCol[i],CurX/scl,CurY/scl,ShortMsg[i],DTA_VirtualWidthF,Screen.GetWidth()/scl,DTA_VirtualHeightF,Screen.GetHeight()/scl,DTA_KeepRatio,true); + CurY += 16*HScale; + } + } + override void Tick() { Super.Tick(); @@ -800,6 +1046,25 @@ Class UTHud : BaseStatusBar LastItem = CPlayer.mo.InvSel.Icon; LastAmount = CPlayer.mo.InvSel.Amount-1; } + if ( CPlayer.inventorytics >= (5*Thinker.TICRATE)-1 ) + { + if ( CPlayer.mo.InvSel ) + { + PickupMsg = CPlayer.mo.InvSel.GetTag(); + PickupMsgTic = gametic+50; + S_Sound("misc/hud_sel",CHAN_UI); + } + } + if ( CPlayer.inventorytics > 0 ) justselected = false; + else + { + if ( !justselected && CPlayer.mo.InvSel ) + { + Console.Printf(StringTable.Localize("$M_ISELECT"),CPlayer.mo.InvSel.GetTag()); + S_Sound("misc/hud_sel",CHAN_UI); + } + justselected = true; + } if ( deathmatch||teamplay ) { if ( CPlayer.fragcount != lastfragcnt ) lastfrag = level.time; @@ -833,6 +1098,8 @@ Class UTHud : BaseStatusBar DrawInventory(lbottom); // Display Identification Info if ( CPlayer == players[consoleplayer] && showinfo ) DrawIdentifyInfo(); + // Display messages + DrawMessages(); } override void DrawAutomapHUD( double ticFrac ) diff --git a/zscript/utmenu.zsc b/zscript/utmenu.zsc index f2c1883..1eeebbe 100644 --- a/zscript/utmenu.zsc +++ b/zscript/utmenu.zsc @@ -26,6 +26,7 @@ Class OptionMenuItemUTHudPreview : OptionMenuItem { int xpos = indent + CursorSpace(); int ypos = y+OptionMenuSettings.mLinespacing*CleanYfac_1; + Screen.DrawFrame(xpos,ypos,64*CleanXFac_1,64*CleanYFac_1); Screen.DrawTexture(tex[0],false,xpos,ypos,DTA_CleanNoMove_1,true); Color tintcolor = Color("White"); switch ( mColorP.GetInt() ) @@ -48,4 +49,38 @@ Class OptionMenuItemUTHudPreview : OptionMenuItem Screen.DrawTexture(tex[1],false,xpos,ypos,DTA_CleanNoMove_1,true,DTA_FillColor,tintcolor,DTA_Alpha,alpha,DTA_LegacyRenderStyle,STYLE_AddShaded); return -1; } -} \ No newline at end of file +} + +// changes to Tahoma +Class UTMessageBox : MessageBoxMenu +{ + override void Init( Menu parent, String message, int messagemode, bool playsound, Name cmd, voidptr native_handler ) + { + Super.Init(parent,message,messagemode,playsound,cmd,native_handler); + Font NFont = Font.GetFont('Tahoma10'); + if ( !generic_ui ) + { + if ( NFont && NFont.CanPrint(message) && NFont.CanPrint("$TXT_YES") && NFont.CanPrint("$TXT_NO") ) textFont = NFont; + else if ( OriginalSmallFont && OriginalSmallFont.CanPrint(message) && OriginalSmallFont.CanPrint("$TXT_YES") && OriginalSmallFont.CanPrint("$TXT_NO") ) textFont = OriginalSmallFont; + } + if ( !textFont ) + { + arrowFont = textFont = NewSmallFont; + int factor = (CleanXfac+1)/2; + destWidth = screen.GetWidth()/factor; + destHeight = screen.GetHeight()/factor; + selector = "▶"; + } + else + { + arrowFont = ConFont; + destWidth = CleanWidth; + destHeight = CleanHeight; + selector = "\xd"; + } + int mr1 = destWidth/2+10+textFont.StringWidth(Stringtable.Localize("$TXT_YES")); + int mr2 = destWidth/2+10+textFont.StringWidth(Stringtable.Localize("$TXT_NO")); + mMouseRight = MAX(mr1,mr2); + mMessage = textFont.BreakLines(Stringtable.Localize(message),generic_ui?600:300); + } +} diff --git a/zscript/warheadlauncher.zsc b/zscript/warheadlauncher.zsc index cda8a72..2209b0f 100644 --- a/zscript/warheadlauncher.zsc +++ b/zscript/warheadlauncher.zsc @@ -140,7 +140,7 @@ Class WarheadHitbox : Actor Destroy(); return; } - SetOrigin(target.pos-(0,0,height*0.5),true); + SetOrigin(target.Vec3Offset(0,0,-height*0.5),true); } States { @@ -150,29 +150,12 @@ Class WarheadHitbox : Actor } } -Class WarheadExplodLight : DynamicLight +Class WarheadExplodLight : PaletteLight { - double lifetime; Default { - DynamicLight.Type "Point"; ReactionTime 50; - Args 255,192,128,300; - } - override void PostBeginPlay() - { - Super.PostBeginPlay(); - lifetime = 1.0; - } - override void Tick() - { - Super.Tick(); - if ( isFrozen() ) return; - args[LIGHT_RED] = int(255*lifetime); - args[LIGHT_GREEN] = int(192*lifetime); - args[LIGHT_BLUE] = int(128*lifetime); - lifetime -= 1./ReactionTime; - if ( lifetime <= 0 ) Destroy(); + Args 0,0,0,300; } } @@ -192,7 +175,7 @@ Class WarheadLight : DynamicLight return; } Vector3 taildir = -(cos(target.angle)*cos(target.pitch),sin(target.angle)*cos(target.pitch),-sin(target.pitch)); - SetOrigin(target.Vec3Offset(taildir.x*20,taildir.y*20,taildir.z*20),true); + SetOrigin(level.Vec3Offset(pos,taildir*20),true); args[LIGHT_INTENSITY] = Random[Warhead](6,8)*10; } } @@ -461,6 +444,13 @@ Class RedeemerHUD : HUDMessageBase Array ta; Shape2D sshape, darrow; bool dodim; + // libeye stuff + dtLe_ProjScreen proj; + dtLe_GLScreen gl_proj; + dtLe_SWScreen sw_proj; + dtLe_Viewport viewport; + bool can_project; + transient CVar cvar_renderer; RedeemerHUD Init() { @@ -477,15 +467,45 @@ Class RedeemerHUD : HUDMessageBase sshape.PushCoord((1,1)); sshape.PushTriangle(0,3,1); sshape.PushTriangle(0,2,3); + gl_proj = new("dtLe_GLScreen"); + sw_proj = new("dtLe_SWScreen"); + PrepareProjection(); return self; } + void PrepareProjection() + { + if ( !cvar_renderer ) + cvar_renderer = CVar.GetCVar("vid_rendermode",players[consoleplayer]); + if ( !cvar_renderer ) + { + can_project = proj = gl_proj; + return; + } + switch ( cvar_renderer.GetInt() ) + { + case 0: + case 1: + proj = sw_proj; + break; + default: + proj = gl_proj; + break; + } + can_project = proj; + } override bool Tick() { + PrepareProjection(); LagRoll = dt_Quat.Normalize180(ViewRoll-LagRoll2); LagRoll2 += dt_Quat.Normalize180(LagRoll-LagRoll2)*0.1; // shootable targetting - if ( CVar.GetCVar('flak_redeemerreadout',players[consoleplayer]).GetBool() && !CVar.GetCVar('flak_redeemerreadout_perframe',players[consoleplayer]).GetBool() ) + if ( CVar.GetCVar('flak_redeemerreadout',players[consoleplayer]).GetBool() && !CVar.GetCVar('flak_redeemerreadout_perframe',players[consoleplayer]).GetBool() && can_project ) { + viewport.FromHud(); + proj.CacheResolution(); + proj.CacheFov(players[consoleplayer].fov); + proj.Reorient(ViewPos,(ViewAngle,ViewPitch,ViewRoll)); + proj.BeginProjection(); if ( !t ) t = ThinkerIterator.Create("Actor"); if ( !tr ) tr = new("MidTracer"); t.Reinit(); @@ -496,11 +516,11 @@ Class RedeemerHUD : HUDMessageBase { Vector3 tdir = Level.Vec3Diff(ViewPos,a.Pos+(0,0,a.Height*0.5)); if ( !a.bSHOOTABLE || (a.Health <= 0) || ((Camera is 'GuidedWarShell') && (a == GuidedWarShell(Camera).b)) || (tdir.length() > 2000) || (acos(tdir.unit() dot vdir) > players[consoleplayer].FOV) || tr.Trace(ViewPos,Camera.CurSector,tdir.unit(),tdir.length(),0) ) continue; - Vector3 wpos = ViewPos+tdir; - Vector3 spos = dt_CoordUtil.WorldToScreen(wpos,ViewPos,ViewPitch,ViewAngle,ViewRoll,players[consoleplayer].FOV); - if ( spos.z > 1.0 ) continue; + proj.ProjectWorldPos(ViewPos+tdir); + Vector2 npos = proj.ProjectToNormal(); + if ( !proj.IsInFront() ) continue; TargetActor te = new("TargetActor"); - te.vpos = dt_CoordUtil.ToViewport(spos); + te.vpos = viewport.SceneToWindow(npos); te.diststr = String.Format("%f",tdir.length()); te.diststr.Replace(".",""); ta.Push(te); @@ -513,10 +533,15 @@ Class RedeemerHUD : HUDMessageBase if ( visibility != StatusBar.HUDMSGLayer_UnderHUD ) return; if ( dodim ) Screen.Dim("C8 00 00",0.2,0,0,Screen.GetWidth(),Screen.GetHeight()); // shootable targetting - if ( CVar.GetCVar('flak_redeemerreadout',players[consoleplayer]).GetBool() ) + if ( CVar.GetCVar('flak_redeemerreadout',players[consoleplayer]).GetBool() && can_project ) { if ( CVar.GetCVar('flak_redeemerreadout_perframe',players[consoleplayer]).GetBool() ) { + viewport.FromHud(); + proj.CacheResolution(); + proj.CacheFov(players[consoleplayer].fov); + proj.Reorient(ViewPos,(ViewAngle,ViewPitch,ViewRoll)); + proj.BeginProjection(); if ( !t ) t = ThinkerIterator.Create("Actor"); if ( !tr ) tr = new("MidTracer"); t.Reinit(); @@ -527,11 +552,11 @@ Class RedeemerHUD : HUDMessageBase { Vector3 tdir = Level.Vec3Diff(ViewPos,a.Pos+(0,0,a.Height*0.5)); if ( !a.bSHOOTABLE || (a.Health <= 0) || ((Camera is 'GuidedWarShell') && (a == GuidedWarShell(Camera).b)) || (tdir.length() > 2000) || (acos(tdir.unit() dot vdir) > players[consoleplayer].FOV) || tr.Trace(ViewPos,Camera.CurSector,tdir.unit(),tdir.length(),0) ) continue; - Vector3 wpos = ViewPos+tdir; - Vector3 spos = dt_CoordUtil.WorldToScreen(wpos,ViewPos,ViewPitch,ViewAngle,ViewRoll,players[consoleplayer].FOV); - if ( spos.z > 1.0 ) continue; + proj.ProjectWorldPos(ViewPos+tdir); + Vector2 npos = proj.ProjectToNormal(); + if ( !proj.IsInFront() ) continue; TargetActor te = new("TargetActor"); - te.vpos = dt_CoordUtil.ToViewport(spos); + te.vpos = viewport.SceneToWindow(npos); te.diststr = String.Format("%f",tdir.length()); te.diststr.Replace(".",""); ta.Push(te); @@ -666,7 +691,7 @@ Class WarheadLauncher : UTWeapon Vector3 x, y, z; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); vel -= x*10; - Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-2.0*z; + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-2*z); Actor p = Spawn("WarShell",origin); p.angle = angle; p.pitch = BulletSlope(); @@ -680,7 +705,7 @@ Class WarheadLauncher : UTWeapon Vector3 x, y, z; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); vel -= x*0.2; - Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-2.0*z; + Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-2*z); int numpt = Random[Warhead](10,20); for ( int i=0; i