A couple more things, including an ambient glow shader effect, some more item replacements, and menu options.
Damage Amplifier has been implemented. Armor items are being worked on. Powerups will come later, then I'll continue doing more weapons.
This commit is contained in:
parent
bcab8e79ae
commit
5248ac8fd6
108 changed files with 920 additions and 175 deletions
|
|
@ -22,6 +22,12 @@ Class UTWeapon : Weapon
|
|||
Owner.player.WeaponState |= WF_WEAPONBOBBING; // UT weapons always bob
|
||||
}
|
||||
|
||||
void FireEffect()
|
||||
{
|
||||
let amp = DamageAmplifier(Owner.FindInventory("DamageAmplifier",true));
|
||||
if ( amp ) amp.FireEffect();
|
||||
}
|
||||
|
||||
Default
|
||||
{
|
||||
Weapon.BobStyle "Smooth";
|
||||
|
|
@ -32,6 +38,138 @@ Class UTWeapon : Weapon
|
|||
}
|
||||
}
|
||||
|
||||
Class UTTeleportLight : DynamicLight
|
||||
{
|
||||
Default
|
||||
{
|
||||
DynamicLight.Type "Point";
|
||||
Args 128,160,255,80;
|
||||
}
|
||||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if ( alpha <= 0 )
|
||||
{
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
args[LIGHT_RED] = 128*alpha;
|
||||
args[LIGHT_GREEN] = 160*alpha;
|
||||
args[LIGHT_BLUE] = 255*alpha;
|
||||
args[LIGHT_INTENSITY] = Random[Tele](10,14)*8;
|
||||
alpha -= 1./35;
|
||||
}
|
||||
}
|
||||
|
||||
Class UTTeleportFog : Actor replaces TeleportFog
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOBLOCKMAP;
|
||||
+NOTELEPORT;
|
||||
+NOGRAVITY;
|
||||
RenderStyle "Add";
|
||||
}
|
||||
override void PostBeginPlay()
|
||||
{
|
||||
Super.PostBeginPlay();
|
||||
Spawn("UTTeleportLight",pos+(0,0,16));
|
||||
A_PlaySound ("misc/teleport");
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TELE ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright A_FadeOut(1./35);
|
||||
TEL2 ABCDEFGHI 1 Bright A_FadeOut(1./35);
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
Class UTRedSkull : RedSkull replaces RedSkull
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "Red Skull";
|
||||
Inventory.PickupMessage "You got the Red Skull.";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
USKL A -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
Class UTGoldSkull : YellowSkull replaces YellowSkull
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "Gold Skull";
|
||||
Inventory.PickupMessage "You got the Gold Skull.";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
USKL B -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
Class UTBlueSkull : BlueSkull replaces BlueSkull
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "Blue Skull";
|
||||
Inventory.PickupMessage "You got the Blue Skull.";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
USKL C -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
Class UTRedKey : RedCard replaces RedCard
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "Red Key";
|
||||
Inventory.PickupMessage "You got the Red Key.";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
UKEY A -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
Class UTGoldKey : YellowCard replaces YellowCard
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "Gold Key";
|
||||
Inventory.PickupMessage "You got the Gold Key.";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
UKEY B -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
Class UTBlueKey : BlueCard replaces BlueCard
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "Blue Key";
|
||||
Inventory.PickupMessage "You got the Blue Key.";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
UKEY C -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
Class UTMenuHandler : StaticEventHandler
|
||||
{
|
||||
ui TextureID tex;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue