Merge devel/2a9eb0e1b1d72fc76c6386bd05b62ec10df9762c
This commit is contained in:
commit
31dc0db166
20 changed files with 99 additions and 65 deletions
|
|
@ -853,7 +853,7 @@ Class UTSpark : Actor
|
|||
+DONTSPLASH;
|
||||
BounceType "Doom";
|
||||
BounceFactor 0.4;
|
||||
Gravity 0.5;
|
||||
Gravity 0.2;
|
||||
Scale 0.05;
|
||||
}
|
||||
override void Tick()
|
||||
|
|
@ -927,7 +927,7 @@ Class UTChip : Actor
|
|||
+INTERPOLATEANGLES;
|
||||
BounceType "Doom";
|
||||
BounceFactor 0.3;
|
||||
Gravity 0.7;
|
||||
Gravity 0.35;
|
||||
Scale 0.2;
|
||||
}
|
||||
override void PostBeginPlay()
|
||||
|
|
@ -1539,6 +1539,17 @@ Class UTMainHandler : StaticEventHandler
|
|||
override void WorldLoaded( WorldEvent e )
|
||||
{
|
||||
if ( gamestate != GS_LEVEL || e.IsSaveGame ) return;
|
||||
// just replace the -noflat- with a better scaled version and change the sky
|
||||
if ( !flak_doomtest )
|
||||
{
|
||||
if ( level.GetChecksum() ~== "FBC3B6622A8B74AE06DE01E70007AC33" )
|
||||
{
|
||||
TexMan.ReplaceTextures("-noflat-","DefTex",0);
|
||||
TextureID skytx = TexMan.CheckForTexture("BlueSky",TexMan.Type_Any);
|
||||
level.ChangeSky(skytx,skytx);
|
||||
}
|
||||
return;
|
||||
}
|
||||
// prettify Kinsie's test map for a more Unreal feel
|
||||
if ( level.GetChecksum() ~== "FBC3B6622A8B74AE06DE01E70007AC33" )
|
||||
{
|
||||
|
|
@ -1549,7 +1560,7 @@ Class UTMainHandler : StaticEventHandler
|
|||
return;
|
||||
}
|
||||
TextureID deftex = TexMan.CheckForTexture("-noflat-",TexMan.Type_Any);
|
||||
TextureID skytx = TexMan.CheckForTexture("BlueSky",TexMan.Type_Any);
|
||||
TextureID skytx = TexMan.CheckForTexture("KGDaySky",TexMan.Type_Any);
|
||||
TextureID baseflor = TexMan.CheckForTexture("rClfFlr0",TexMan.Type_Any);
|
||||
TextureID baseceil = TexMan.CheckForTexture("rClfBas0",TexMan.Type_Any);
|
||||
TextureID basewall = TexMan.CheckForTexture("uAlnWl2b",TexMan.Type_Any);
|
||||
|
|
@ -1558,7 +1569,7 @@ Class UTMainHandler : StaticEventHandler
|
|||
level.ChangeSky(skytx,skytx);
|
||||
for ( int i=0; i<level.sectors.size(); i++ )
|
||||
{
|
||||
level.sectors[i].lightlevel = 0;
|
||||
level.sectors[i].lightlevel = min(level.sectors[i].lightlevel,64);
|
||||
level.sectors[i].SetPlaneLight(0,0);
|
||||
level.sectors[i].SetPlaneLight(1,0);
|
||||
// open some ceilings
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue