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

@ -9,8 +9,6 @@ Class RifleAmmo : Ammo
Ammo.BackpackAmount 20;
Ammo.BackpackMaxAmount 50;
Ammo.DropAmount 5;
Radius 6;
Height 12;
}
States
{
@ -28,8 +26,6 @@ Class RifleAmmo2 : RifleAmmo
Inventory.PickupMessage "You got a Rifle Round.";
Inventory.Amount 1;
Ammo.DropAmount 1;
Radius 2;
Height 8;
}
States
{
@ -57,10 +53,10 @@ Class SniperRifle : UTWeapon
Super.PostBeginPlay();
reticle = TexMan.CheckForTexture("RReticle",Texman.Type_Any);
}
override void PreRender()
override void PreRender( double lbottom )
{
if ( sniperzoom <= 1.0 ) return;
Screen.DrawTexture(reticle,false,320,240,DTA_VirtualWidth,640,DTA_VirtualHeight,480);
Screen.DrawTexture(reticle,false,320,240,DTA_VirtualWidth,640,DTA_VirtualHeight,480,DTA_RenderStyle,(1|2<<8|1<<16));
Screen.DrawText(confont,Font.CR_DARKGREEN,192,160,String.Format("X%.1f",sniperzoom),DTA_Clean,true);
}
action void A_SniperFire( bool zoomed = false )
@ -142,9 +138,6 @@ Class SniperRifle : UTWeapon
Weapon.AmmoType2 "RifleAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 8;
Radius 20;
Height 16;
UTWeapon.DroppedHeight 10;
}
States
{
@ -162,22 +155,7 @@ Class SniperRifle : UTWeapon
A_ZoomFactor(invoker.sniperzoom=1.0,ZOOM_INSTANT);
A_WeaponReady(WRF_NOFIRE);
}
SRFS B 2 A_WeaponReady(WRF_NOFIRE);
SRFS C 1 A_WeaponReady(WRF_NOFIRE);
SRFS D 2 A_WeaponReady(WRF_NOFIRE);
SRFS E 1 A_WeaponReady(WRF_NOFIRE);
SRFS F 2 A_WeaponReady(WRF_NOFIRE);
SRFS G 1 A_WeaponReady(WRF_NOFIRE);
SRFS H 2 A_WeaponReady(WRF_NOFIRE);
SRFS I 1 A_WeaponReady(WRF_NOFIRE);
SRFS J 2 A_WeaponReady(WRF_NOFIRE);
SRFS K 1 A_WeaponReady(WRF_NOFIRE);
SRFS L 2 A_WeaponReady(WRF_NOFIRE);
SRFS M 1 A_WeaponReady(WRF_NOFIRE);
SRFS N 2 A_WeaponReady(WRF_NOFIRE);
SRFS O 1 A_WeaponReady(WRF_NOFIRE);
SRFS P 2 A_WeaponReady(WRF_NOFIRE);
SRFS Q 1 A_WeaponReady(WRF_NOFIRE);
SRFS BCDEFGHIJKLMNOPQ 1 A_WeaponReady(WRF_NOFIRE);
Idle:
SRFI A 1
{
@ -230,7 +208,7 @@ Class SniperRifle : UTWeapon
Goto Idle;
Deselect:
SRFD A 0 A_ZoomFactor(invoker.sniperzoom=1.0,ZOOM_INSTANT);
SRFD ABCDEFG 2;
SRFD ABCDEFG 1;
SRFD G 1 A_Lower(int.max);
Wait;
MuzzleFlash: