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.
This commit is contained in:
Marisa the Magician 2019-07-22 02:58:48 +02:00
commit 96411592b3
57 changed files with 2341 additions and 227 deletions

View file

@ -251,159 +251,3 @@ Class ActMedBox : UTActivatableHealth
Stop;
}
}
// Alternative player classes for compatibility with Heretic sprites
Class UTPlayerHereticCompat : UTPlayer
{
Default
{
Player.ColorRange 225, 240;
Player.Colorset 0, "Green", 225, 240, 238;
Player.Colorset 1, "Yellow", 114, 129, 127;
Player.Colorset 2, "Red", 145, 160, 158;
Player.Colorset 3, "Blue", 190, 205, 203;
Player.Colorset 4, "Brown", 67, 82, 80;
Player.Colorset 5, "Light Gray", 9, 24, 22;
Player.Colorset 6, "Light Brown", 74, 89, 87;
Player.Colorset 7, "Light Red", 150, 165, 163;
Player.Colorset 8, "Light Blue", 192, 207, 205;
Player.Colorset 9, "Beige", 95, 110, 108;
}
States
{
Spawn:
PLAY A -1;
Stop;
See:
PLAY ABCD 4;
Loop;
Melee:
Missile:
PLAY F 6 BRIGHT;
PLAY E 12;
Goto Spawn;
Pain:
PLAY G 4;
PLAY G 4 A_Pain;
Goto Spawn;
Death:
PLAY H 6 A_PlayerSkinCheck("AltSkinDeath");
PLAY I 6 A_PlayerScream;
PLAY JK 6;
PLAY L 6 A_NoBlocking;
PLAY MNO 6;
PLAY P -1;
Stop;
XDeath:
PLAY Q 0 A_PlayerSkinCheck("AltSkinXDeath");
PLAY Q 5 A_PlayerScream;
PLAY R 0 A_NoBlocking;
PLAY R 5 A_SkullPop;
PLAY STUVWX 5;
PLAY Y -1;
Stop;
Burn:
FDTH A 5 BRIGHT A_PlaySound("*burndeath");
FDTH B 4 BRIGHT;
FDTH C 5 BRIGHT;
FDTH D 4 BRIGHT A_PlayerScream;
FDTH E 5 BRIGHT;
FDTH F 4 BRIGHT;
FDTH G 5 BRIGHT A_PlaySound("*burndeath");
FDTH H 4 BRIGHT;
FDTH I 5 BRIGHT;
FDTH J 4 BRIGHT;
FDTH K 5 BRIGHT;
FDTH L 4 BRIGHT;
FDTH M 5 BRIGHT;
FDTH N 4 BRIGHT;
FDTH O 5 BRIGHT A_NoBlocking;
FDTH P 4 BRIGHT;
FDTH Q 5 BRIGHT;
FDTH R 4 BRIGHT;
ACLO E 35 A_CheckPlayerDone;
Wait;
AltSkinDeath:
PLAY H 10;
PLAY I 10 A_PlayerScream;
PLAY J 10 A_NoBlocking;
PLAY KLM 10;
PLAY N -1;
Stop;
AltSkinXDeath:
PLAY O 5;
PLAY P 5 A_XScream;
PLAY Q 5 A_NoBlocking;
PLAY RSTUV 5;
PLAY W -1;
Stop;
}
}
Class UTPlayerHereticCompatTMale1 : UTPlayerHereticCompat
{
Default
{
Player.SoundClass "tmale1";
Player.DisplayName "$N_TMALE1";
Player.Portrait "Blake";
UTPlayer.VoiceType VOICE_MaleOne;
-NOMENU;
}
}
Class UTPlayerHereticCompatTMale2 : UTPlayerHereticCompat
{
Default
{
Player.SoundClass "tmale2";
Player.DisplayName "$N_TMALE2";
Player.Portrait "Brock";
UTPlayer.VoiceType VOICE_MaleTwo;
-NOMENU;
}
}
Class UTPlayerHereticCompatTFemale1 : UTPlayerHereticCompat
{
Default
{
Player.SoundClass "tfemale";
Player.DisplayName "$N_TFEMALE1";
Player.Portrait "Ivana";
UTPlayer.DollType DOLL_Female;
UTPlayer.VoiceType VOICE_FemaleOne;
-NOMENU;
}
}
Class UTPlayerHereticCompatTFemale2 : UTPlayerHereticCompat
{
Default
{
Player.SoundClass "tfemale";
Player.DisplayName "$N_TFEMALE2";
Player.Portrait "Lauren";
UTPlayer.DollType DOLL_Female;
UTPlayer.VoiceType VOICE_FemaleTwo;
-NOMENU;
}
}
Class UTPlayerHereticCompatTBoss : UTPlayerHereticCompat
{
transient CVar bossfootsteps;
Default
{
Player.SoundClass "tboss";
Player.DisplayName "$N_TBOSS";
Player.Portrait "Xan";
UTPlayer.DollType DOLL_Boss;
UTPlayer.VoiceType VOICE_Boss;
// should have NOBLOOD, but Xan did bleed in vanilla UT so...
// (this is what gave birth to the theory that Xan was actually Jerl Liandri himself)
-NOMENU;
}
override void PlayFootstep( double vol )
{
if ( !bossfootsteps ) bossfootsteps = CVar.GetCVar('flak_bossfootsteps',players[consoleplayer]);
if ( bossfootsteps.GetBool() ) A_PlaySound("ut/bossfootstep",CHAN_5,vol);
else Super.PlayFootstep(vol);
}
}