Finally add player models (sorta rudimentary but they work).
Updated blood and gore code, it's less WIP now. Updated readme with some additional notes. Removed Heretic compat player classes as they are no longer needed.
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57 changed files with 2341 additions and 227 deletions
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@ -251,159 +251,3 @@ Class ActMedBox : UTActivatableHealth
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Stop;
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}
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}
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// Alternative player classes for compatibility with Heretic sprites
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Class UTPlayerHereticCompat : UTPlayer
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{
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Default
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{
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Player.ColorRange 225, 240;
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Player.Colorset 0, "Green", 225, 240, 238;
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Player.Colorset 1, "Yellow", 114, 129, 127;
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Player.Colorset 2, "Red", 145, 160, 158;
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Player.Colorset 3, "Blue", 190, 205, 203;
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Player.Colorset 4, "Brown", 67, 82, 80;
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Player.Colorset 5, "Light Gray", 9, 24, 22;
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Player.Colorset 6, "Light Brown", 74, 89, 87;
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Player.Colorset 7, "Light Red", 150, 165, 163;
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Player.Colorset 8, "Light Blue", 192, 207, 205;
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Player.Colorset 9, "Beige", 95, 110, 108;
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}
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States
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{
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Spawn:
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PLAY A -1;
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Stop;
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See:
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PLAY ABCD 4;
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Loop;
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Melee:
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Missile:
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PLAY F 6 BRIGHT;
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PLAY E 12;
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Goto Spawn;
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Pain:
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PLAY G 4;
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PLAY G 4 A_Pain;
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Goto Spawn;
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Death:
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PLAY H 6 A_PlayerSkinCheck("AltSkinDeath");
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PLAY I 6 A_PlayerScream;
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PLAY JK 6;
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PLAY L 6 A_NoBlocking;
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PLAY MNO 6;
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PLAY P -1;
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Stop;
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XDeath:
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PLAY Q 0 A_PlayerSkinCheck("AltSkinXDeath");
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PLAY Q 5 A_PlayerScream;
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PLAY R 0 A_NoBlocking;
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PLAY R 5 A_SkullPop;
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PLAY STUVWX 5;
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PLAY Y -1;
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Stop;
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Burn:
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FDTH A 5 BRIGHT A_PlaySound("*burndeath");
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FDTH B 4 BRIGHT;
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FDTH C 5 BRIGHT;
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FDTH D 4 BRIGHT A_PlayerScream;
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FDTH E 5 BRIGHT;
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FDTH F 4 BRIGHT;
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FDTH G 5 BRIGHT A_PlaySound("*burndeath");
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FDTH H 4 BRIGHT;
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FDTH I 5 BRIGHT;
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FDTH J 4 BRIGHT;
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FDTH K 5 BRIGHT;
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FDTH L 4 BRIGHT;
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FDTH M 5 BRIGHT;
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FDTH N 4 BRIGHT;
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FDTH O 5 BRIGHT A_NoBlocking;
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FDTH P 4 BRIGHT;
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FDTH Q 5 BRIGHT;
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FDTH R 4 BRIGHT;
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ACLO E 35 A_CheckPlayerDone;
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Wait;
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AltSkinDeath:
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PLAY H 10;
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PLAY I 10 A_PlayerScream;
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PLAY J 10 A_NoBlocking;
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PLAY KLM 10;
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PLAY N -1;
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Stop;
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AltSkinXDeath:
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PLAY O 5;
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PLAY P 5 A_XScream;
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PLAY Q 5 A_NoBlocking;
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PLAY RSTUV 5;
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PLAY W -1;
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Stop;
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}
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}
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Class UTPlayerHereticCompatTMale1 : UTPlayerHereticCompat
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{
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Default
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{
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Player.SoundClass "tmale1";
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Player.DisplayName "$N_TMALE1";
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Player.Portrait "Blake";
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UTPlayer.VoiceType VOICE_MaleOne;
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-NOMENU;
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}
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}
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Class UTPlayerHereticCompatTMale2 : UTPlayerHereticCompat
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{
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Default
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{
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Player.SoundClass "tmale2";
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Player.DisplayName "$N_TMALE2";
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Player.Portrait "Brock";
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UTPlayer.VoiceType VOICE_MaleTwo;
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-NOMENU;
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}
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}
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Class UTPlayerHereticCompatTFemale1 : UTPlayerHereticCompat
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{
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Default
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{
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Player.SoundClass "tfemale";
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Player.DisplayName "$N_TFEMALE1";
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Player.Portrait "Ivana";
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UTPlayer.DollType DOLL_Female;
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UTPlayer.VoiceType VOICE_FemaleOne;
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-NOMENU;
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}
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}
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Class UTPlayerHereticCompatTFemale2 : UTPlayerHereticCompat
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{
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Default
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{
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Player.SoundClass "tfemale";
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Player.DisplayName "$N_TFEMALE2";
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Player.Portrait "Lauren";
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UTPlayer.DollType DOLL_Female;
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UTPlayer.VoiceType VOICE_FemaleTwo;
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-NOMENU;
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}
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}
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Class UTPlayerHereticCompatTBoss : UTPlayerHereticCompat
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{
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transient CVar bossfootsteps;
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Default
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{
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Player.SoundClass "tboss";
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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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UTPlayer.VoiceType VOICE_Boss;
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// should have NOBLOOD, but Xan did bleed in vanilla UT so...
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// (this is what gave birth to the theory that Xan was actually Jerl Liandri himself)
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-NOMENU;
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}
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override void PlayFootstep( double vol )
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{
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if ( !bossfootsteps ) bossfootsteps = CVar.GetCVar('flak_bossfootsteps',players[consoleplayer]);
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if ( bossfootsteps.GetBool() ) A_PlaySound("ut/bossfootstep",CHAN_5,vol);
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else Super.PlayFootstep(vol);
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}
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}
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