Localization work (spanish fully covered for now).

Added some new fonts for stuff.
Removal of RNG damage.
Instagib DM implemented through flak_instagib cvar.
Enhanced Shock Rifle spawns can be disabled in DM and replaced with UDamage.
Other things will come soon.
This commit is contained in:
Marisa the Magician 2019-04-13 19:18:07 +02:00
commit 923970898e
984 changed files with 730 additions and 245 deletions

View file

@ -50,8 +50,6 @@ Class UTPlayer : DoomPlayer
// Have to modify the give cheat to handle UT armor
override void CheatGive( String name, int amount )
{
if ( PlayerNumber() != consoleplayer )
A_Log(String.Format("%s is a cheater: give %s\n",player.GetUserName(),name));
if ( !player.mo || (player.health <= 0) ) return;
int giveall = ALL_NO;
if ( name ~== "all" ) giveall = ALL_YES;
@ -590,7 +588,7 @@ Class UTPlayerTMale1 : UTPlayer
Default
{
Player.SoundClass "tmale1";
Player.DisplayName "M Commando";
Player.DisplayName "$N_TMALE1";
Player.Portrait "Blake";
-NOMENU;
}
@ -600,7 +598,7 @@ Class UTPlayerTMale2 : UTPlayer
Default
{
Player.SoundClass "tmale2";
Player.DisplayName "M Soldier";
Player.DisplayName "$N_TMALE2";
Player.Portrait "Brock";
-NOMENU;
}
@ -610,7 +608,7 @@ Class UTPlayerTFemale1 : UTPlayer
Default
{
Player.SoundClass "tfemale";
Player.DisplayName "F Commando";
Player.DisplayName "$N_TFEMALE1";
Player.Portrait "Ivana";
UTPlayer.DollType DOLL_Female;
-NOMENU;
@ -621,7 +619,7 @@ Class UTPlayerTFemale2 : UTPlayer
Default
{
Player.SoundClass "tfemale";
Player.DisplayName "F Soldier";
Player.DisplayName "$N_TFEMALE2";
Player.Portrait "Lauren";
UTPlayer.DollType DOLL_Female;
-NOMENU;
@ -633,7 +631,7 @@ Class UTPlayerTBoss : UTPlayer
Default
{
Player.SoundClass "tboss";
Player.DisplayName "Boss";
Player.DisplayName "$N_TBOSS";
Player.Portrait "Xan";
UTPlayer.DollType DOLL_Boss;
// should have NOBLOOD, but Xan did bleed in vanilla UT so...
@ -1227,9 +1225,9 @@ Class UTRedSkull : RedSkull
{
Default
{
Tag "Red Skull";
Tag "$T_REDSKULL";
Species "RedSkull";
Inventory.PickupMessage "You got the Red Skull.";
Inventory.PickupMessage "$I_REDSKULL";
}
States
{
@ -1243,9 +1241,9 @@ Class UTGoldSkull : YellowSkull
{
Default
{
Tag "Gold Skull";
Tag "$T_GOLDSKULL";
Species "YellowSkull";
Inventory.PickupMessage "You got the Gold Skull.";
Inventory.PickupMessage "$I_GOLDSKULL";
}
States
{
@ -1259,9 +1257,9 @@ Class UTBlueSkull : BlueSkull
{
Default
{
Tag "Blue Skull";
Tag "$T_BLUESKULL";
Species "BlueSkull";
Inventory.PickupMessage "You got the Blue Skull.";
Inventory.PickupMessage "$I_BLUESKULL";
}
States
{
@ -1275,9 +1273,9 @@ Class UTRedKey : RedCard
{
Default
{
Tag "Red Key";
Tag "%T_REDKEY";
Species "RedCard";
Inventory.PickupMessage "You got the Red Key.";
Inventory.PickupMessage "$I_REDKEY";
}
States
{
@ -1291,9 +1289,9 @@ Class UTGoldKey : YellowCard
{
Default
{
Tag "Gold Key";
Tag "$T_GOLDKEY";
Species "YellowCard";
Inventory.PickupMessage "You got the Gold Key.";
Inventory.PickupMessage "$I_GOLDKEY";
}
States
{
@ -1307,9 +1305,9 @@ Class UTBlueKey : BlueCard
{
Default
{
Tag "Blue Key";
Tag "$T_BLUEKEY";
Species "BlueCard";
Inventory.PickupMessage "You got the Blue Key.";
Inventory.PickupMessage "$I_BLUEKEY";
}
States
{
@ -1889,14 +1887,6 @@ Class UTMainHandler : EventHandler
if ( deathmatch && flak_instagib )
{
players[e.playernumber].mo.GiveInventory("EnhancedShockRifle",1);
if ( players[e.playernumber].bot )
{
// fix bots not having the weapon raised when changing map
let ess = Weapon(players[e.playernumber].mo.FindInventory("EnhancedShockRifle"));
players[e.playernumber].ReadyWeapon = ess;
players[e.playernumber].PendingWeapon = WP_NOCHANGE;
players[e.playernumber].mo.BringUpWeapon();
}
return;
}
if ( flak_translocator )
@ -1988,6 +1978,7 @@ Class UTMainHandler : EventHandler
qf.tic = gametic;
qf.cam = camera;
let hnd = UTMainHandler(EventHandler.Find("UTMainHandler"));
if ( !hnd ) return; // not supposed to happen
hnd.flashes.push(qf);
}
@ -2001,7 +1992,11 @@ Class UTMainHandler : EventHandler
if ( !a || !a.bSHOOTABLE || !Source.CheckSight(a,0xf) || (a == Source) || (Source.Distance3D(a) > ExplosionRadius) )
continue;
Vector3 midpoint = a.Vec3Offset(0,0,a.height*0.5);
a.vel += Level.Vec3Diff(Source.pos,midpoint).unit()*(MomentumTransfer/(Thinker.TICRATE*a.mass));
Vector3 dir = Level.Vec3Diff(Source.pos,midpoint);
double dist = max(1,dir.length());
double damagescale = 1-max(0,(dist-a.radius)/ExplosionRadius);
dir = dir/dist;
a.vel += dir*damagescale*(MomentumTransfer/(Thinker.TICRATE*a.mass));
}
}