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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parent
eaa6f118d8
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27 changed files with 295 additions and 327 deletions
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@ -9,8 +9,6 @@ Class RifleAmmo : 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 6;
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Height 12;
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}
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States
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{
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@ -28,8 +26,6 @@ Class RifleAmmo2 : RifleAmmo
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Inventory.PickupMessage "You got a Rifle Round.";
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Inventory.Amount 1;
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Ammo.DropAmount 1;
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Radius 2;
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Height 8;
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}
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States
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{
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@ -57,10 +53,10 @@ Class SniperRifle : UTWeapon
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Super.PostBeginPlay();
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reticle = TexMan.CheckForTexture("RReticle",Texman.Type_Any);
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}
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override void PreRender()
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override void PreRender( double lbottom )
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{
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if ( sniperzoom <= 1.0 ) return;
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Screen.DrawTexture(reticle,false,320,240,DTA_VirtualWidth,640,DTA_VirtualHeight,480);
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Screen.DrawTexture(reticle,false,320,240,DTA_VirtualWidth,640,DTA_VirtualHeight,480,DTA_RenderStyle,(1|2<<8|1<<16));
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Screen.DrawText(confont,Font.CR_DARKGREEN,192,160,String.Format("X%.1f",sniperzoom),DTA_Clean,true);
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}
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action void A_SniperFire( bool zoomed = false )
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@ -142,9 +138,6 @@ Class SniperRifle : UTWeapon
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Weapon.AmmoType2 "RifleAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 8;
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Radius 20;
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Height 16;
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UTWeapon.DroppedHeight 10;
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}
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States
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{
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@ -162,22 +155,7 @@ Class SniperRifle : UTWeapon
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A_ZoomFactor(invoker.sniperzoom=1.0,ZOOM_INSTANT);
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A_WeaponReady(WRF_NOFIRE);
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}
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SRFS B 2 A_WeaponReady(WRF_NOFIRE);
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SRFS C 1 A_WeaponReady(WRF_NOFIRE);
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SRFS D 2 A_WeaponReady(WRF_NOFIRE);
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SRFS E 1 A_WeaponReady(WRF_NOFIRE);
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SRFS F 2 A_WeaponReady(WRF_NOFIRE);
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SRFS G 1 A_WeaponReady(WRF_NOFIRE);
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SRFS H 2 A_WeaponReady(WRF_NOFIRE);
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SRFS I 1 A_WeaponReady(WRF_NOFIRE);
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SRFS J 2 A_WeaponReady(WRF_NOFIRE);
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SRFS K 1 A_WeaponReady(WRF_NOFIRE);
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SRFS L 2 A_WeaponReady(WRF_NOFIRE);
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SRFS M 1 A_WeaponReady(WRF_NOFIRE);
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SRFS N 2 A_WeaponReady(WRF_NOFIRE);
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SRFS O 1 A_WeaponReady(WRF_NOFIRE);
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SRFS P 2 A_WeaponReady(WRF_NOFIRE);
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SRFS Q 1 A_WeaponReady(WRF_NOFIRE);
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SRFS BCDEFGHIJKLMNOPQ 1 A_WeaponReady(WRF_NOFIRE);
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Idle:
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SRFI A 1
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{
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@ -230,7 +208,7 @@ Class SniperRifle : UTWeapon
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Goto Idle;
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Deselect:
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SRFD A 0 A_ZoomFactor(invoker.sniperzoom=1.0,ZOOM_INSTANT);
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SRFD ABCDEFG 2;
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SRFD ABCDEFG 1;
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SRFD G 1 A_Lower(int.max);
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Wait;
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MuzzleFlash:
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