1.2 update w/ GZDoom 4.9 features:
- Changeable player skins. - Ammo LEDs are now 1:1 with UT by using canvas textures. - Integrate some add-ons, including reskins. - Various fixes (some backported from Demolitionist). - Migrated from libeye to Gutamatics.
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1761 changed files with 4461 additions and 1597 deletions
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@ -14,7 +14,7 @@ Class HammerImpact : Actor
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Super.PostBeginPlay();
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A_SprayDecal("ImpactMark",20);
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int numpt = Random[Impact](20,40);
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Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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Vector3 x = dt_Utility.Vec3FromAngle(angle,pitch);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (-x+(FRandom[Impact](-.8,.8),FRandom[Impact](-.8,.8),FRandom[Impact](-.8,.8))).unit()*FRandom[Impact](0.1,1.2);
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@ -44,6 +44,37 @@ Class ImpactHammer : UTWeapon
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{
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double chargesize, count;
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bool bOldSkin;
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override void Tick()
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{
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Super.Tick();
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if ( flak_oldimpact )
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{
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if ( !bOldSkin )
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{
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A_ChangeModel("",1,"","",1,"models/220","JImpPick1.png");
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A_ChangeModel("",0,"","",0,"models/220","JImpactHammer1.png",CMDL_USESURFACESKIN);
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A_ChangeModel("",0,"","",1,"models/220","JImpactHammer2.png",CMDL_USESURFACESKIN);
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A_ChangeModel("",0,"","",2,"models/220","JImpactHammer3.png",CMDL_USESURFACESKIN);
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A_ChangeModel("",0,"","",3,"models/220","JImpactHammer4.png",CMDL_USESURFACESKIN);
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}
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bOldSkin = true;
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}
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else
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{
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if ( bOldSkin )
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{
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A_ChangeModel("",1,"","",1,"models","JImpPick1.png");
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A_ChangeModel("",0,"","",0,"models","JImpactHammer1.png",CMDL_USESURFACESKIN);
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A_ChangeModel("",0,"","",1,"models","JImpactHammer2.png",CMDL_USESURFACESKIN);
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A_ChangeModel("",0,"","",2,"models","JImpactHammer3.png",CMDL_USESURFACESKIN);
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A_ChangeModel("",0,"","",3,"models","JImpactHammer4.png",CMDL_USESURFACESKIN);
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}
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bOldSkin = false;
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}
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}
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override int, int, bool, bool GetClipAmount()
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{
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return (chargesize>0)?min(10,int(chargesize/.15)):-1, -1, false, false;
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@ -218,6 +249,7 @@ Class ImpactHammer : UTWeapon
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Weapon.SlotNumber 1;
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Weapon.SelectionOrder 9;
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+WEAPON.MELEEWEAPON;
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UTWeapon.NameColor "FF C0 00";
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}
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States
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{
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