Backport some changes from development branch:
- Made Kinsie's Test Map changes toggleable (off by default) - Corrected physics of various projectiles - Replaced textures of health items to something better looking - Biosludge now only has a hitbox when stuck to surfaces, to be more consistent with vanilla behavior - Some code cleanup
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20 changed files with 222 additions and 285 deletions
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@ -601,6 +601,8 @@ Class UTWeapon : Weapon
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virtual ui void PreRender( double lbottom ) {}
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// Drawstuffs over HUD
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virtual ui void PostRender( double lbottom ) {}
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// Future preparations for scripted textures
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virtual ui void RenderOverlay( RenderEvent e ) {}
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override Inventory CreateTossable( int amt )
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{
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@ -1284,7 +1286,7 @@ Class ShredCorpseHitbox : Actor
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override void Tick()
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{
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Super.Tick();
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if ( !target || (target.Health > 0) || target.InStateSequence(target.CurState,target.FindState("XDeath")) )
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if ( !flak_corpsedamage || !target || (target.Health > 0) || target.InStateSequence(target.CurState,target.FindState("XDeath")) )
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{
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Destroy();
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return;
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@ -1300,6 +1302,7 @@ Class ShredCorpseHitbox : Actor
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{
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// force gib (cheap ATM)
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State gib = target.FindState("XDeath");
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if ( !gib ) gib = target.FindState("Death.Extreme");
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if ( gib ) target.SetState(gib);
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Destroy();
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}
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@ -1539,6 +1542,12 @@ Class UTMainHandler : StaticEventHandler
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// prettify Kinsie's test map for a more Unreal feel
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if ( level.GetChecksum() ~== "FBC3B6622A8B74AE06DE01E70007AC33" )
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{
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// just replace the -noflat- with a better scaled version
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if ( !flak_doomtest )
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{
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TexMan.ReplaceTextures("-noflat-","DefTex",0);
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return;
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}
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TextureID deftex = TexMan.CheckForTexture("-noflat-",TexMan.Type_Any);
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TextureID skytx = TexMan.CheckForTexture("BlueSky",TexMan.Type_Any);
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TextureID baseflor = TexMan.CheckForTexture("rClfFlr0",TexMan.Type_Any);
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@ -1716,6 +1725,9 @@ Class UTMainHandler : StaticEventHandler
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override void RenderOverlay( RenderEvent e )
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{
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// well this if sure is a long one
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if ( players[consoleplayer].camera.player && players[consoleplayer].camera.player.ReadyWeapon && (players[consoleplayer].camera.player.ReadyWeapon is 'UTWeapon') )
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UTWeapon(players[consoleplayer].camera.player.ReadyWeapon).RenderOverlay(e);
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if ( !menuactive ) return;
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if ( tex.IsNull() || !tex.IsValid() ) return;
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if ( !CVar.GetCVar('flak_showmenu',players[consoleplayer]).GetBool() ) return;
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@ -1727,11 +1739,12 @@ Class UTMainHandler : StaticEventHandler
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{
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if ( e.Thing.bDONTGIB ) return;
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// gibbers
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if ( flak_gibs && !e.Thing.bNOBLOOD && ((e.Inflictor && e.Inflictor.bEXTREMEDEATH) || (e.Thing.Health < e.Thing.GetGibHealth())) && (!e.Inflictor || !e.Inflictor.bNOEXTREMEDEATH) )
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if ( flak_gibs && !e.Thing.bNOBLOOD && (e.Thing.FindState("XDeath") || e.Thing.FindState("Death.Extreme")) && ((e.Inflictor && e.Inflictor.bEXTREMEDEATH) || (e.Thing.Health < e.Thing.GetGibHealth())) && (!e.Inflictor || !e.Inflictor.bNOEXTREMEDEATH) )
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{
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// players have special gibbing
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if ( e.Thing.player )
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{
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// TODO
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return;
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}
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// generic gibbing
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