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).
This commit is contained in:
Marisa the Magician 2018-05-31 22:02:03 +02:00
commit 4c451de008
27 changed files with 295 additions and 327 deletions

View file

@ -35,8 +35,6 @@ Class FlakAmmo : Ammo
Ammo.BackpackAmount 20;
Ammo.BackpackMaxAmount 50;
Ammo.DropAmount 5;
Radius 10;
Height 8;
}
States
{
@ -54,8 +52,6 @@ Class FlakAmmo2 : FlakAmmo
Inventory.PickupMessage "You picked up a Flak Shell.";
Inventory.Amount 1;
Ammo.DropAmount 1;
Radius 4;
Height 6;
}
States
{
@ -557,9 +553,6 @@ Class FlakCannon : UTWeapon
Weapon.AmmoType2 "FlakAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 10;
Radius 12;
Height 16;
UTWeapon.DroppedHeight 16;
}
States
{
@ -569,10 +562,10 @@ Class FlakCannon : UTWeapon
FPCK B -1;
Stop;
Ready:
FLKS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE);
FKS2 ABC 1 A_WeaponReady(WRF_NOFIRE);
FLKS ABDEGHJKMNPQSTVWYZ 1 A_WeaponReady(WRF_NOFIRE);
FKS2 BC 1 A_WeaponReady(WRF_NOFIRE);
FLKL A 1 A_Loading(true);
FLKL BCDEFGHIJKLMNO 1;
FLKL BCEFGIJKMNO 1;
Goto Idle;
Loading:
FLKL A 1
@ -580,7 +573,7 @@ Class FlakCannon : UTWeapon
A_CheckReload();
if ( invoker.Ammo1.Amount > 0 ) A_Loading();
}
FLKL BCDEFGHIJKLMNO 1;
FLKL BCEFGIJKMNO 1;
Idle:
FLKI A 10;
FLKI A 1 A_WeaponReady();
@ -599,7 +592,7 @@ Class FlakCannon : UTWeapon
FLKS A 1 A_Raise(int.max);
Wait;
Deselect:
FLKD ABCDEFGHIJ 2;
FLKD ABCDEFGHIJ 1;
FLKD J 1 A_Lower(int.max);
Wait;
MuzzleFlash: