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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eaa6f118d8
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27 changed files with 295 additions and 327 deletions
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@ -11,8 +11,6 @@ Class WarheadAmmo : Ammo
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Ammo.BackpackMaxAmount 2;
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Ammo.DropAmount 1;
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Inventory.RespawnTics 2100;
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Radius 2;
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Height 42;
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}
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States
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{
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@ -496,17 +494,17 @@ Class RedeemerHUD : HUDMessageBase
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{
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for ( int i=0; i<ta.Size(); i++ )
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{
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Screen.DrawTexture(mark,false,ta[i].vpos.x,ta[i].vpos.y);
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Screen.DrawText(whfont,Font.CR_UNTRANSLATED,(ta[i].vpos.x-whfont.StringWidth(ta[i].diststr)/2)-12,ta[i].vpos.y+8,ta[i].diststr);
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Screen.DrawTexture(mark,false,ta[i].vpos.x,ta[i].vpos.y,DTA_RenderStyle,(1|2<<8|1<<16));
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Screen.DrawText(whfont,Font.CR_UNTRANSLATED,(ta[i].vpos.x-whfont.StringWidth(ta[i].diststr)/2)-12,ta[i].vpos.y+8,ta[i].diststr,DTA_RenderStyle,(1|2<<8|1<<16));
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}
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}
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// other stuff
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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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int numreadouts = Screen.GetHeight()/128+2;
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for ( int i=0; i<numreadouts; i++ )
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{
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int scroll = (gametic*5)%128;
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Screen.DrawTexture(readout,false,0,i*128-scroll);
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Screen.DrawTexture(readout,false,0,i*128-scroll,DTA_RenderStyle,(1|2<<8|1<<16));
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}
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}
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}
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@ -651,9 +649,6 @@ Class WarheadLauncher : UTWeapon replaces BFG9000
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Inventory.RespawnTics 2100;
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+INVENTORY.ALWAYSPICKUP;
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+WEAPON.NOAUTOFIRE;
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Radius 24;
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Height 16;
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UTWeapon.DroppedHeight 16;
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}
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States
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{
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@ -687,7 +682,7 @@ Class WarheadLauncher : UTWeapon replaces BFG9000
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WARS A 1 A_Raise(int.max);
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Wait;
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Deselect:
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WARD ABCDEFG 2;
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WARD ABCDEFG 1;
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WARD G 1 A_Lower(int.max);
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Wait;
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}
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