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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@ -210,8 +210,8 @@ Class TranslocatorModule : Actor
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States
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{
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Spawn:
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TMOD A 1;
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Wait;
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TMOD A -1;
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Stop;
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Bounce:
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TMOD A 0
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{
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@ -247,6 +247,26 @@ Class TranslocatorModule : Actor
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}
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}
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Class OldTranslocatorModule : TranslocatorModule
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{
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States
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{
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Death:
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TMOD A -1
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{
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A_SetPitch(0);
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if ( tracer && !tracer.bACTLIKEBRIDGE )
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{
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SetOrigin(tracer.Vec2OffsetZ(0,0,pos.z),false);
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vel.xy *= 0;
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tracer = null;
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bHITTRACER = false;
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}
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}
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Stop;
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}
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}
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Class TranslocatorAfterimageParticle : Actor
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{
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Default
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@ -402,7 +422,7 @@ Class Translocator : UTWeapon
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p.angle = angle;
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p.pitch = BulletSlope();
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p.A_SetSize(radius);
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Vector3 dir = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch));
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Vector3 dir = dt_Utility.Vec3FromAngle(p.angle,p.pitch);
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dir.z += 0.35*(1-abs(dir.z));
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p.vel = dir*p.speed;
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invoker.module = p;
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@ -559,3 +579,107 @@ Class Translocator : UTWeapon
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Wait;
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}
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}
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Class OldTranslocator : Translocator
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{
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action void A_ThrowModuleOld()
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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A_StartSound("transloc/throw",CHAN_WEAPON);
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invoker.FireEffect();
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A_AlertMonsters();
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Vector3 x, y, z;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = (pos.x,pos.y,player.viewz)+15.0*x-10.0*y-4.0*z;
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let p = Spawn("OldTranslocatorModule",origin);
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p.target = self;
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p.angle = angle;
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p.pitch = BulletSlope();
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p.A_SetSize(radius);
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Vector3 dir = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch));
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dir.z += 0.35*(1-abs(dir.z));
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p.vel = dir*p.speed;
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invoker.module = p;
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}
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States
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{
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Spawn:
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TLCP A -1;
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Stop;
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TLCP B -1;
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Stop;
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Select:
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TLCS A 1 A_Raise(int.max);
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Wait;
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Ready:
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TLCS A 0 A_JumpIf(invoker.module,"Ready2");
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TLCS ABCDEFGHIJKLMNO 1 A_WeaponReady(WRF_NOFIRE);
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TLCS O 0 A_JumpIf(invoker.module,"Idle");
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Goto Idle2;
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Ready2:
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TLS2 ABCDEFGHIJKLMNO 1 A_WeaponReady(WRF_NOFIRE);
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Goto Idle;
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Idle:
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TLCI ABCDEFGHIJKLMNOPQRSTUVWXYZ 1
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{
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if ( !invoker.module )
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return ResolveState("PickedUp");
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A_WeaponReady();
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return ResolveState(null);
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}
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TLI2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1
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{
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if ( !invoker.module )
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return ResolveState("PickedUp");
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A_WeaponReady();
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return ResolveState(null);
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}
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TLI3 ABCDEFGH 1
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{
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if ( !invoker.module )
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return ResolveState("PickedUp");
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A_WeaponReady();
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return ResolveState(null);
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}
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Loop;
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Idle2:
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TLI4 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOSECONDARY);
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TLI5 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOSECONDARY);
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TLI6 ABCDEFGH 1 A_WeaponReady(WRF_NOSECONDARY);
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TLI6 H 0;
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Loop;
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PickedUp:
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TLCI A 5;
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TLR2 A 0 A_ReturnModule();
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Goto Return2;
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Fire:
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TLCF A 0 A_JumpIf(invoker.module||(invoker.Ammo1&&invoker.Ammo1.Amount<=0),"Return");
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TLCF ABCDEFGHIJK 1;
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TLCF K 0 A_ThrowModuleOld();
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TLCF LMNOPQRST 1 A_WeaponReady(WRF_NOPRIMARY);
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Goto Idle;
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Return:
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TLCR ABCDEFGHIJKLMNOP 1;
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TLCR Q 1 A_ReturnModule();
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TLCR RST 1;
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Return2:
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TLR2 ABCDEFGHIJKLMNOPQRST 1;
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TLR2 T 0;
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Goto Idle2;
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AltFire:
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TLCT ABCDEFGHIJK 1;
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TLCT L 1 A_Translocate();
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TLCT MNOPQRST 1;
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Goto PickedUp;
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Deselect:
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TLCD A 0 A_JumpIf(invoker.module,"Deselect2");
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TLCD ABCDEFGIJK 1;
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TLCD K 1 A_Lower(int.max);
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Wait;
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Deselect2:
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TLD2 ABCDEFGHIJK 1;
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TLD2 K 1 A_Lower(int.max);
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Wait;
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}
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}
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