The HUD is complete (actually, I forgot to add key display, will do that later).

All weapon pickup models have been added in. Modeldef has been subdivided to make things easier for me.
This commit is contained in:
Marisa the Magician 2018-05-23 01:48:29 +02:00
commit 7e38cfddd8
81 changed files with 3060 additions and 2302 deletions

View file

@ -1,4 +1,4 @@
Class Tier5Ammo : RandomSpawner replaces RocketAmmo
Class Tier5Ammo : RandomSpawner2 replaces RocketAmmo
{
Default
{
@ -6,7 +6,7 @@ Class Tier5Ammo : RandomSpawner replaces RocketAmmo
DropItem "UTRocketAmmo2", 255, 1;
}
}
Class Tier5Ammo2 : RandomSpawner replaces RocketBox
Class Tier5Ammo2 : RandomSpawner2 replaces RocketBox
{
Default
{
@ -15,7 +15,7 @@ Class Tier5Ammo2 : RandomSpawner replaces RocketBox
}
}
Class Tier5Weapon : RandomSpawner replaces RocketLauncher
Class Tier5Weapon : RandomSpawner2 replaces RocketLauncher
{
Default
{
@ -33,7 +33,7 @@ Class FlakAmmo : UTAmmo
Inventory.Amount 10;
Inventory.MaxAmount 50;
Ammo.BackpackAmount 20;
Ammo.BackpackMaxAmount 100;
Ammo.BackpackMaxAmount 50;
Ammo.DropAmount 10;
UTAmmo.UsedInSlot AMMO_SLOT8;
}
@ -456,7 +456,7 @@ Class FlakCannon : UTWeapon
action void A_Loading( bool first = false )
{
if ( first ) A_PlaySound("flak/load",CHAN_WEAPON);
else A_PlaySound("flak/reload",CHAN_WEAPON);
else A_PlaySound("flak/reload",CHAN_5);
}
action void A_FireChunks()
{
@ -531,6 +531,7 @@ Class FlakCannon : UTWeapon
Inventory.PickupMessage "You got the Flak Cannon.";
Weapon.UpSound "flak/select";
Weapon.SlotNumber 8;
Weapon.SelectionOrder 2;
Weapon.AmmoType "FlakAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "FlakAmmo";
@ -564,12 +565,12 @@ Class FlakCannon : UTWeapon
Fire:
FLKF A 1 A_FireChunks();
FLKF BCDEFGHIJ 1;
FLKF JJ 4;
FLKF J 4;
Goto Loading;
AltFire:
FLKA A 1 A_FireSlug();
FLKA BCDEFGHIJK 2;
FLKA KKK 4;
FLKA K 4;
Goto Loading;
Select:
FLKS A 1 A_Raise(int.max);