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

@ -1,11 +1,16 @@
Class UTPlayer : DoomPlayer
{
bool lastground;
double lastvelz, prevvelz;
Default
{
Player.StartItem "MiniAmmo", 30;
Player.StartItem "Enforcer";
Player.StartItem "Translocator";
Player.StartItem "ImpactHammer";
Player.DamageScreenColor "FF 00 00", 1.0;
Player.ViewHeight 46;
}
// Have to modify the give cheat to handle UT armor
@ -163,7 +168,12 @@ Class UTPlayer : DoomPlayer
Super.Tick();
double ang = level.time/(20*TICRATE/35.)*360.;
if ( (abs(sin(ang)) >= 1.0) && player.onground && (player.cmd.forwardmove || player.cmd.sidemove) )
A_PlaySound("ut/playerfootstep",CHAN_BODY);
A_PlaySound("ut/playerfootstep",CHAN_5,abs(vel.xy.length())*0.03);
if ( player.onground && !bNoGravity && !lastground && (lastvelz < -2) && (lastvelz >= -8) )
A_PlaySound("*land",CHAN_AUTO,abs(lastvelz*0.0625));
lastground = player.onground;
lastvelz = prevvelz;
prevvelz = vel.z;
}
}
@ -184,14 +194,10 @@ Class RandomSpawner2 : RandomSpawner
Class UTWeapon : Weapon
{
double droppedheight;
Property DroppedHeight : droppedheight;
// Drawstuffs under HUD
virtual ui void PreRender() {}
virtual ui void PreRender( double lbottom ) {}
// Drawstuffs over HUD
virtual ui void PostRender() {}
virtual ui void PostRender( double lbottom ) {}
override Inventory CreateTossable( int amt )
{
@ -201,7 +207,6 @@ Class UTWeapon : Weapon
{
d.SetState(d.ResolveState("Spawn")+1);
d.bALWAYSPICKUP = true;
d.A_SetSize(-1,UTWeapon(d).droppedheight);
}
return d;
}
@ -210,7 +215,6 @@ Class UTWeapon : Weapon
{
SetState(ResolveState("Spawn")+1);
bALWAYSPICKUP = true;
A_SetSize(-1,droppedheight);
return false;
}
@ -234,7 +238,6 @@ Class UTWeapon : Weapon
Weapon.BobRangeX 0.2;
Weapon.BobRangeY 0.4;
+WEAPON.NOALERT;
UTWeapon.DroppedHeight 16;
}
}
@ -700,11 +703,13 @@ Class UTMainHandler : StaticEventHandler
override void WorldLoaded( WorldEvent e )
{
if ( gamestate != GS_LEVEL || e.IsSaveGame ) return;
// prettify Kinsie's test map for a more Unreal feel
if ( level.levelname ~== "Modder Test Map" )
{
TexMan.ReplaceTextures("-noflat-","-kinsie-",0);
TextureID skytx = TexMan.CheckForTexture("BlueSky",TexMan.Type_Any);
level.ChangeSky(skytx,skytx);
// TODO handplace some dynamic lights and add Unreal/UT ambient sounds
}
}
@ -716,9 +721,11 @@ Class UTMainHandler : StaticEventHandler
ui void StartMenu()
{
if ( gamestate != GS_TITLELEVEL ) return;
if ( CVar.GetCVar('flak_protomenu',players[consoleplayer]).GetBool() )
int proto = CVar.GetCVar('flak_protomenu',players[consoleplayer]).GetInt();
if ( proto )
{
S_ChangeMusic("xyzdMenu");
if ( proto > 1 ) S_ChangeMusic("menu2");
else S_ChangeMusic("xyzdMenu");
tex = TexMan.CheckForTexture("protobg",TexMan.Type_Any);
}
else
@ -758,6 +765,7 @@ Class UTMainHandler : StaticEventHandler
{
if ( gamestate != GS_TITLELEVEL ) return;
if ( tex.IsNull() || !tex.IsValid() ) return;
if ( !CVar.GetCVar('flak_showmenu',players[consoleplayer]).GetBool() ) return;
Screen.Dim("Black",1.0,0,0,Screen.GetWidth(),Screen.GetHeight());
Screen.DrawTexture(tex,true,0,0,DTA_VirtualWidth,1024,DTA_VirtualHeight,768);
}