Add separate player classes for separate sounds and whatnot.
Fully implement UT movement for all modes (walk, swim, fly).
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931f89832c
commit
35ee056d7a
20 changed files with 321 additions and 84 deletions
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@ -23,7 +23,7 @@ Class ViewTracer : LineTracer
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Class UTHud : BaseStatusBar
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{
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TextureID AmmoBar, Boxes[4], Keys[5], BigNum[12], Flash, Slots[10], Icons[14], Uses[14], Man[5], Woman[5], WeaponBox, IconTloc2, UseTloc2;
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TextureID AmmoBar, Boxes[4], Keys[5], BigNum[12], Flash, Slots[10], Icons[14], Uses[14], Man[5], Woman[5], Boss[5], WeaponBox, IconTloc2, UseTloc2;
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Class<Weapon> IconClasses[14];
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double HScale;
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Color tintcolor, bgcolor;
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@ -142,6 +142,11 @@ Class UTHud : BaseStatusBar
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Woman[2] = TexMan.CheckForTexture("WomanPad",TexMan.Type_Any);
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Woman[3] = TexMan.CheckForTexture("WomanBot",TexMan.Type_Any);
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Woman[4] = TexMan.CheckForTexture("WomanBlt",TexMan.Type_Any);
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Boss[0] = TexMan.CheckForTexture("Boss",TexMan.Type_Any);
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Boss[1] = TexMan.CheckForTexture("BossArm",TexMan.Type_Any);
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Boss[2] = TexMan.CheckForTexture("BossPad",TexMan.Type_Any);
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Boss[3] = TexMan.CheckForTexture("BossBot",TexMan.Type_Any);
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Boss[4] = TexMan.CheckForTexture("BossBlt",TexMan.Type_Any);
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WeaponBox = TexMan.CheckForTexture("WpSel",TexMan.Type_Any);
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}
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@ -330,7 +335,22 @@ Class UTHud : BaseStatusBar
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d = DamageAmplifier(CPlayer.mo.FindInventory("DamageAmplifier"));
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j = UTJumpBoots(CPlayer.mo.FindInventory("UTJumpBoots"));
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if ( d && !d.isBlinking() ) dollcolor = d.BlendColor;
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if ( CPlayer.GetGender() == 1 )
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int dolltype = 0;
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if ( CPlayer.mo is 'UTPlayer' ) dolltype = UTPlayer(CPlayer.mo).DollType;
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else
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{
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// female doll for female, male doll for male/neutral, boss doll for object
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dolltype = (CPlayer.GetGender()==3)?UTPlayer.DOLL_Boss:(CPlayer.GetGender()==1)?UTPlayer.DOLL_Female:UTPlayer.DOLL_Male;
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}
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if ( dolltype == UTPlayer.DOLL_Boss )
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{
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UTDrawTintedTex(Boss[0],hudsize*statussize,min(opacity,15),dollcolor);
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if ( a ) UTDrawTintedTex(Boss[1],hudsize*statussize,int(min(opacity,15)*(a.Amount/double(a.MaxAmount))),dollcolor);
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if ( t ) UTDrawTintedTex(Boss[2],hudsize*statussize,int(min(opacity,15)*(t.Amount/double(t.MaxAmount))),dollcolor);
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if ( j ) UTDrawTintedTex(Boss[3],hudsize*statussize,int(min(opacity,15)*(j.Amount/double(j.MaxAmount))),dollcolor);
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if ( s ) UTDrawTintedTex(Boss[4],hudsize*statussize,int(min(opacity,15)*(s.Amount/double(s.MaxAmount))),GoldColor);
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}
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else if ( dolltype == UTPlayer.DOLL_Female )
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{
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UTDrawTintedTex(Woman[0],hudsize*statussize,min(opacity,15),dollcolor);
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if ( a ) UTDrawTintedTex(Woman[1],hudsize*statussize,int(min(opacity,15)*(a.Amount/double(a.MaxAmount))),dollcolor);
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