Renamed some sprites for compatibility with Smooth Doom.
Added water step/land sounds. Made footsteps toggleable (in case the player is using another mod that adds them). Added handling of liquid terrain on all actors that need it. Fixed dual enforcers breaking after level transition. Fixed some refire issues caused by the use of the Resurrect cheat. Made guided redeemer missiles explode on player death. Replaced pure particles on pulse gun effects with actor particles.
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parent
413735dc24
commit
71b194c6c3
52 changed files with 182 additions and 41 deletions
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@ -2,6 +2,7 @@ Class UTPlayer : DoomPlayer
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{
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bool lastground;
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double lastvelz, prevvelz;
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transient CVar footsteps;
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Default
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{
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@ -166,11 +167,19 @@ Class UTPlayer : DoomPlayer
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override void Tick()
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{
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Super.Tick();
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if ( !footsteps ) footsteps = CVar.GetCVar('flak_footsteps',players[consoleplayer]);
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if ( !footsteps.GetBool() ) return;
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double ang = level.time/(20*TICRATE/35.)*360.;
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if ( (abs(sin(ang)) >= 1.0) && player.onground && (player.cmd.forwardmove || player.cmd.sidemove) )
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A_PlaySound("ut/playerfootstep",CHAN_5,abs(vel.xy.length())*0.03);
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{
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if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("ut/playerfootstepwet",CHAN_5,abs(vel.xy.length())*0.03);
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else A_PlaySound("ut/playerfootstep",CHAN_5,abs(vel.xy.length())*0.03);
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}
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if ( player.onground && !bNoGravity && !lastground && (lastvelz < -2) && (lastvelz >= -8) )
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A_PlaySound("*land",CHAN_AUTO,abs(lastvelz*0.0625));
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{
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if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("ut/wetsplash",CHAN_AUTO,abs(lastvelz*0.0625));
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else A_PlaySound("*land",CHAN_AUTO,abs(lastvelz*0.0625));
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}
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lastground = player.onground;
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lastvelz = prevvelz;
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prevvelz = vel.z;
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@ -231,6 +240,12 @@ Class UTWeapon : Weapon
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if ( amp ) amp.FireEffect();
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}
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override void OwnerDied()
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{
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Super.OwnerDied();
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A_ClearRefire();
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}
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Default
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{
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Weapon.BobStyle "Smooth";
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@ -339,13 +354,14 @@ Class UTSpark : Actor
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{
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RenderStyle "Add";
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Radius 2;
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Height 0;
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Height 2;
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+NOBLOCKMAP;
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+FORCEXYBILLBOARD;
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+MISSILE;
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+MOVEWITHSECTOR;
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+THRUACTORS;
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+NOTELEPORT;
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+DONTSPLASH;
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BounceType "Doom";
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BounceFactor 0.4;
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Gravity 0.5;
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@ -381,12 +397,13 @@ Class UTChip : Actor
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Default
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{
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Radius 2;
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Height 0;
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Height 2;
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+NOBLOCKMAP;
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+MISSILE;
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+MOVEWITHSECTOR;
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+THRUACTORS;
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+NOTELEPORT;
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+DONTSPLASH;
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BounceType "Doom";
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BounceFactor 0.3;
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Gravity 0.7;
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@ -446,7 +463,7 @@ Class UTBubble : Actor
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{
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RenderStyle "Add";
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Radius 2;
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Height 0;
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Height 2;
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+NOBLOCKMAP;
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+NOGRAVITY;
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+DONTSPLASH;
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@ -488,13 +505,15 @@ Class UTSmoke : Actor
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RenderStyle "Shaded";
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StencilColor "FFFFFF";
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Radius 2;
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Height 0;
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Height 2;
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+NOBLOCKMAP;
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+NOGRAVITY;
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+DONTSPLASH;
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+FORCEXYBILLBOARD;
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+THRUACTORS;
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+NOTELEPORT;
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+CANBOUNCEWATER;
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-BOUNCEAUTOOFF;
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BounceType "Hexen";
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BounceFactor 1.0;
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WallBounceFactor 1.0;
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