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.
This commit is contained in:
Marisa the Magician 2018-06-01 17:49:49 +02:00
commit 71b194c6c3
52 changed files with 182 additions and 41 deletions

View file

@ -2,6 +2,7 @@ Class UTPlayer : DoomPlayer
{
bool lastground;
double lastvelz, prevvelz;
transient CVar footsteps;
Default
{
@ -166,11 +167,19 @@ Class UTPlayer : DoomPlayer
override void Tick()
{
Super.Tick();
if ( !footsteps ) footsteps = CVar.GetCVar('flak_footsteps',players[consoleplayer]);
if ( !footsteps.GetBool() ) return;
double ang = level.time/(20*TICRATE/35.)*360.;
if ( (abs(sin(ang)) >= 1.0) && player.onground && (player.cmd.forwardmove || player.cmd.sidemove) )
A_PlaySound("ut/playerfootstep",CHAN_5,abs(vel.xy.length())*0.03);
{
if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("ut/playerfootstepwet",CHAN_5,abs(vel.xy.length())*0.03);
else A_PlaySound("ut/playerfootstep",CHAN_5,abs(vel.xy.length())*0.03);
}
if ( player.onground && !bNoGravity && !lastground && (lastvelz < -2) && (lastvelz >= -8) )
A_PlaySound("*land",CHAN_AUTO,abs(lastvelz*0.0625));
{
if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("ut/wetsplash",CHAN_AUTO,abs(lastvelz*0.0625));
else A_PlaySound("*land",CHAN_AUTO,abs(lastvelz*0.0625));
}
lastground = player.onground;
lastvelz = prevvelz;
prevvelz = vel.z;
@ -231,6 +240,12 @@ Class UTWeapon : Weapon
if ( amp ) amp.FireEffect();
}
override void OwnerDied()
{
Super.OwnerDied();
A_ClearRefire();
}
Default
{
Weapon.BobStyle "Smooth";
@ -339,13 +354,14 @@ Class UTSpark : Actor
{
RenderStyle "Add";
Radius 2;
Height 0;
Height 2;
+NOBLOCKMAP;
+FORCEXYBILLBOARD;
+MISSILE;
+MOVEWITHSECTOR;
+THRUACTORS;
+NOTELEPORT;
+DONTSPLASH;
BounceType "Doom";
BounceFactor 0.4;
Gravity 0.5;
@ -381,12 +397,13 @@ Class UTChip : Actor
Default
{
Radius 2;
Height 0;
Height 2;
+NOBLOCKMAP;
+MISSILE;
+MOVEWITHSECTOR;
+THRUACTORS;
+NOTELEPORT;
+DONTSPLASH;
BounceType "Doom";
BounceFactor 0.3;
Gravity 0.7;
@ -446,7 +463,7 @@ Class UTBubble : Actor
{
RenderStyle "Add";
Radius 2;
Height 0;
Height 2;
+NOBLOCKMAP;
+NOGRAVITY;
+DONTSPLASH;
@ -488,13 +505,15 @@ Class UTSmoke : Actor
RenderStyle "Shaded";
StencilColor "FFFFFF";
Radius 2;
Height 0;
Height 2;
+NOBLOCKMAP;
+NOGRAVITY;
+DONTSPLASH;
+FORCEXYBILLBOARD;
+THRUACTORS;
+NOTELEPORT;
+CANBOUNCEWATER;
-BOUNCEAUTOOFF;
BounceType "Hexen";
BounceFactor 1.0;
WallBounceFactor 1.0;