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.
This commit is contained in:
Marisa the Magician 2022-11-05 23:59:16 +01:00
commit 602a89cc68
1761 changed files with 4461 additions and 1597 deletions

View file

@ -14,7 +14,7 @@ Class HammerImpact : Actor
Super.PostBeginPlay();
A_SprayDecal("ImpactMark",20);
int numpt = Random[Impact](20,40);
Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
Vector3 x = dt_Utility.Vec3FromAngle(angle,pitch);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (-x+(FRandom[Impact](-.8,.8),FRandom[Impact](-.8,.8),FRandom[Impact](-.8,.8))).unit()*FRandom[Impact](0.1,1.2);
@ -44,6 +44,37 @@ Class ImpactHammer : UTWeapon
{
double chargesize, count;
bool bOldSkin;
override void Tick()
{
Super.Tick();
if ( flak_oldimpact )
{
if ( !bOldSkin )
{
A_ChangeModel("",1,"","",1,"models/220","JImpPick1.png");
A_ChangeModel("",0,"","",0,"models/220","JImpactHammer1.png",CMDL_USESURFACESKIN);
A_ChangeModel("",0,"","",1,"models/220","JImpactHammer2.png",CMDL_USESURFACESKIN);
A_ChangeModel("",0,"","",2,"models/220","JImpactHammer3.png",CMDL_USESURFACESKIN);
A_ChangeModel("",0,"","",3,"models/220","JImpactHammer4.png",CMDL_USESURFACESKIN);
}
bOldSkin = true;
}
else
{
if ( bOldSkin )
{
A_ChangeModel("",1,"","",1,"models","JImpPick1.png");
A_ChangeModel("",0,"","",0,"models","JImpactHammer1.png",CMDL_USESURFACESKIN);
A_ChangeModel("",0,"","",1,"models","JImpactHammer2.png",CMDL_USESURFACESKIN);
A_ChangeModel("",0,"","",2,"models","JImpactHammer3.png",CMDL_USESURFACESKIN);
A_ChangeModel("",0,"","",3,"models","JImpactHammer4.png",CMDL_USESURFACESKIN);
}
bOldSkin = false;
}
}
override int, int, bool, bool GetClipAmount()
{
return (chargesize>0)?min(10,int(chargesize/.15)):-1, -1, false, false;
@ -218,6 +249,7 @@ Class ImpactHammer : UTWeapon
Weapon.SlotNumber 1;
Weapon.SelectionOrder 9;
+WEAPON.MELEEWEAPON;
UTWeapon.NameColor "FF C0 00";
}
States
{