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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@ -9,8 +9,6 @@ Class ShockAmmo : 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 4;
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Height 23;
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}
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States
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{
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@ -958,9 +956,6 @@ Class ShockRifle : UTWeapon
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Weapon.AmmoType2 "ShockAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 20;
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Radius 20;
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Height 16;
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UTWeapon.DroppedHeight 8;
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}
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States
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{
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@ -987,7 +982,7 @@ Class ShockRifle : UTWeapon
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ASMA BCDEFGHIJ 2;
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Goto Idle;
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Deselect:
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ASMD ABCDEFG 2;
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ASMD ABCDEFG 1;
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ASMD G 1 A_Lower(int.max);
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Wait;
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Select:
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@ -1007,8 +1002,6 @@ Class EnhancedShockAmmo : Ammo
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Ammo.BackpackAmount 0;
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Ammo.BackpackMaxAmount 25;
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Ammo.DropAmount 2;
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Radius 4;
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Height 23;
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}
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States
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{
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@ -1072,9 +1065,6 @@ Class EnhancedShockRifle : UTWeapon replaces InvulnerabilitySphere
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Weapon.AmmoType2 "EnhancedShockAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 25;
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Radius 20;
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Height 16;
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UTWeapon.DroppedHeight 8;
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}
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States
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{
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@ -1101,7 +1091,7 @@ Class EnhancedShockRifle : UTWeapon replaces InvulnerabilitySphere
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ASMA BCDEFGHIJ 2;
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Goto Idle;
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Deselect:
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ASMD ABCDEFG 2;
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ASMD ABCDEFG 1;
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ASMD G 1 A_Lower(int.max);
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Wait;
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Select:
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