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.
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cbb498378e
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923970898e
984 changed files with 730 additions and 245 deletions
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@ -50,8 +50,6 @@ Class UTPlayer : DoomPlayer
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// Have to modify the give cheat to handle UT armor
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override void CheatGive( String name, int amount )
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{
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if ( PlayerNumber() != consoleplayer )
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A_Log(String.Format("%s is a cheater: give %s\n",player.GetUserName(),name));
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if ( !player.mo || (player.health <= 0) ) return;
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int giveall = ALL_NO;
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if ( name ~== "all" ) giveall = ALL_YES;
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@ -590,7 +588,7 @@ Class UTPlayerTMale1 : UTPlayer
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Default
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{
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Player.SoundClass "tmale1";
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Player.DisplayName "M Commando";
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Player.DisplayName "$N_TMALE1";
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Player.Portrait "Blake";
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-NOMENU;
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}
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@ -600,7 +598,7 @@ Class UTPlayerTMale2 : UTPlayer
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Default
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{
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Player.SoundClass "tmale2";
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Player.DisplayName "M Soldier";
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Player.DisplayName "$N_TMALE2";
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Player.Portrait "Brock";
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-NOMENU;
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}
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@ -610,7 +608,7 @@ Class UTPlayerTFemale1 : UTPlayer
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Default
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{
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Player.SoundClass "tfemale";
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Player.DisplayName "F Commando";
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Player.DisplayName "$N_TFEMALE1";
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Player.Portrait "Ivana";
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UTPlayer.DollType DOLL_Female;
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-NOMENU;
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@ -621,7 +619,7 @@ Class UTPlayerTFemale2 : UTPlayer
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Default
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{
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Player.SoundClass "tfemale";
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Player.DisplayName "F Soldier";
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Player.DisplayName "$N_TFEMALE2";
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Player.Portrait "Lauren";
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UTPlayer.DollType DOLL_Female;
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-NOMENU;
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@ -633,7 +631,7 @@ Class UTPlayerTBoss : UTPlayer
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Default
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{
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Player.SoundClass "tboss";
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Player.DisplayName "Boss";
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Player.DisplayName "$N_TBOSS";
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Player.Portrait "Xan";
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UTPlayer.DollType DOLL_Boss;
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// should have NOBLOOD, but Xan did bleed in vanilla UT so...
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@ -1227,9 +1225,9 @@ Class UTRedSkull : RedSkull
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{
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Default
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{
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Tag "Red Skull";
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Tag "$T_REDSKULL";
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Species "RedSkull";
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Inventory.PickupMessage "You got the Red Skull.";
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Inventory.PickupMessage "$I_REDSKULL";
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}
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States
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{
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@ -1243,9 +1241,9 @@ Class UTGoldSkull : YellowSkull
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{
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Default
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{
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Tag "Gold Skull";
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Tag "$T_GOLDSKULL";
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Species "YellowSkull";
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Inventory.PickupMessage "You got the Gold Skull.";
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Inventory.PickupMessage "$I_GOLDSKULL";
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}
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States
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{
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@ -1259,9 +1257,9 @@ Class UTBlueSkull : BlueSkull
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{
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Default
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{
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Tag "Blue Skull";
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Tag "$T_BLUESKULL";
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Species "BlueSkull";
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Inventory.PickupMessage "You got the Blue Skull.";
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Inventory.PickupMessage "$I_BLUESKULL";
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}
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States
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{
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@ -1275,9 +1273,9 @@ Class UTRedKey : RedCard
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{
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Default
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{
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Tag "Red Key";
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Tag "%T_REDKEY";
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Species "RedCard";
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Inventory.PickupMessage "You got the Red Key.";
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Inventory.PickupMessage "$I_REDKEY";
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}
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States
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{
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@ -1291,9 +1289,9 @@ Class UTGoldKey : YellowCard
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{
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Default
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{
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Tag "Gold Key";
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Tag "$T_GOLDKEY";
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Species "YellowCard";
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Inventory.PickupMessage "You got the Gold Key.";
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Inventory.PickupMessage "$I_GOLDKEY";
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}
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States
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{
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@ -1307,9 +1305,9 @@ Class UTBlueKey : BlueCard
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{
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Default
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{
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Tag "Blue Key";
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Tag "$T_BLUEKEY";
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Species "BlueCard";
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Inventory.PickupMessage "You got the Blue Key.";
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Inventory.PickupMessage "$I_BLUEKEY";
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}
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States
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{
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@ -1889,14 +1887,6 @@ Class UTMainHandler : EventHandler
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if ( deathmatch && flak_instagib )
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{
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players[e.playernumber].mo.GiveInventory("EnhancedShockRifle",1);
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if ( players[e.playernumber].bot )
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{
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// fix bots not having the weapon raised when changing map
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let ess = Weapon(players[e.playernumber].mo.FindInventory("EnhancedShockRifle"));
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players[e.playernumber].ReadyWeapon = ess;
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players[e.playernumber].PendingWeapon = WP_NOCHANGE;
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players[e.playernumber].mo.BringUpWeapon();
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}
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return;
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}
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if ( flak_translocator )
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@ -1988,6 +1978,7 @@ Class UTMainHandler : EventHandler
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qf.tic = gametic;
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qf.cam = camera;
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let hnd = UTMainHandler(EventHandler.Find("UTMainHandler"));
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if ( !hnd ) return; // not supposed to happen
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hnd.flashes.push(qf);
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}
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@ -2001,7 +1992,11 @@ Class UTMainHandler : EventHandler
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if ( !a || !a.bSHOOTABLE || !Source.CheckSight(a,0xf) || (a == Source) || (Source.Distance3D(a) > ExplosionRadius) )
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continue;
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Vector3 midpoint = a.Vec3Offset(0,0,a.height*0.5);
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a.vel += Level.Vec3Diff(Source.pos,midpoint).unit()*(MomentumTransfer/(Thinker.TICRATE*a.mass));
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Vector3 dir = Level.Vec3Diff(Source.pos,midpoint);
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double dist = max(1,dir.length());
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double damagescale = 1-max(0,(dist-a.radius)/ExplosionRadius);
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dir = dir/dist;
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a.vel += dir*damagescale*(MomentumTransfer/(Thinker.TICRATE*a.mass));
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}
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}
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