Reverted radius/height changes to items, it causes issues on many maps.
Implemented proper HUD rendering, along with toggling and resizing. Works just like in UT now. Added "extended" version of the Beta menu music, quickly put together in OpenMPT. I really like it. Added M_DOOM graphic and changed the titlemap texture. Made various screen graphics additive now that I know how to. Separated pickup and first person brightmaps for Pulse Gun, this is needed for beta skin packs (there will be skins for the Pulse Gun, Redeemer and Impact Hammer).
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27 changed files with 295 additions and 327 deletions
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@ -35,8 +35,6 @@ Class FlakAmmo : Ammo
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Ammo.BackpackAmount 20;
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Ammo.BackpackMaxAmount 50;
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Ammo.DropAmount 5;
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Radius 10;
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Height 8;
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}
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States
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{
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@ -54,8 +52,6 @@ Class FlakAmmo2 : FlakAmmo
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Inventory.PickupMessage "You picked up a Flak Shell.";
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Inventory.Amount 1;
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Ammo.DropAmount 1;
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Radius 4;
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Height 6;
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}
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States
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{
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@ -557,9 +553,6 @@ Class FlakCannon : UTWeapon
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Weapon.AmmoType2 "FlakAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 10;
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Radius 12;
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Height 16;
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UTWeapon.DroppedHeight 16;
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}
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States
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{
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@ -569,10 +562,10 @@ Class FlakCannon : UTWeapon
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FPCK B -1;
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Stop;
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Ready:
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FLKS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE);
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FKS2 ABC 1 A_WeaponReady(WRF_NOFIRE);
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FLKS ABDEGHJKMNPQSTVWYZ 1 A_WeaponReady(WRF_NOFIRE);
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FKS2 BC 1 A_WeaponReady(WRF_NOFIRE);
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FLKL A 1 A_Loading(true);
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FLKL BCDEFGHIJKLMNO 1;
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FLKL BCEFGIJKMNO 1;
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Goto Idle;
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Loading:
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FLKL A 1
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@ -580,7 +573,7 @@ Class FlakCannon : UTWeapon
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A_CheckReload();
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if ( invoker.Ammo1.Amount > 0 ) A_Loading();
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}
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FLKL BCDEFGHIJKLMNO 1;
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FLKL BCEFGIJKMNO 1;
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Idle:
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FLKI A 10;
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FLKI A 1 A_WeaponReady();
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@ -599,7 +592,7 @@ Class FlakCannon : UTWeapon
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FLKS A 1 A_Raise(int.max);
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Wait;
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Deselect:
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FLKD ABCDEFGHIJ 2;
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FLKD ABCDEFGHIJ 1;
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FLKD J 1 A_Lower(int.max);
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Wait;
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MuzzleFlash:
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