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:
parent
0eee6d525f
commit
96411592b3
57 changed files with 2341 additions and 227 deletions
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@ -13,6 +13,7 @@ Class UTPlayer : DoomPlayer
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int tempslide;
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double ssup;
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int corpsetime;
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int dolltype, voicetype;
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@ -177,7 +178,7 @@ Class UTPlayer : DoomPlayer
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let type = (class<Inventory>)(AllActorClasses[i]);
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if ( !type ) continue;
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let def = GetDefaultByType(type);
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if ( !(self is "UTPlayerHereticCompat")
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if ( !(gameinfo.gametype&GAME_Raven)
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&& ((type is "UTActivatable") || (type is "UTActivatableHealth")) )
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continue; // don't give these outside of Heretic/Hexen
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if ( def.Icon.isValid() && (def.MaxAmount > 1) &&
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@ -242,6 +243,7 @@ Class UTPlayer : DoomPlayer
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else A_PlaySound("*uland",CHAN_AUTO,vol);
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}
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else forcefootstep = true;
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if ( Health > 0 ) PlayLanding();
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}
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if ( tempslide )
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{
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@ -506,6 +508,7 @@ Class UTPlayer : DoomPlayer
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if ( vel.length() > terminalvelocity/TICRATE ) vel = vel.unit()*(terminalvelocity/TICRATE);
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player.vel *= 0;
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player.jumptics = -2;
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if ( !(player.cheats & CF_PREDICTING) ) PlayIdle();
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}
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else if ( (bFly && bFlyCheat) || (player.cheats&CF_NOCLIP2) )
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{
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@ -708,6 +711,380 @@ Class UTPlayer : DoomPlayer
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{
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A_PlaySound("ut/playerfootstep",CHAN_5,vol);
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}
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override void PlayIdle()
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{
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if ( (player && (player.mo == self)) && (player.crouchdir == -1) )
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{
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// Crouching
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if ( !InStateSequence(CurState,FindState("SpawnCrouch")) )
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SetStateLabel("SpawnCrouch");
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}
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else if ( !bNoGravity && player.onground && (waterlevel < 2) )
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{
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// Ground
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if ( (player && (player.mo == self)) && player.cmd.yaw )
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{
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if ( InStateSequence(CurState,FindState("See"))
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|| InStateSequence(CurState,FindState("SeeAir"))
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|| InStateSequence(CurState,FindState("SeeSwim"))
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|| InStateSequence(CurState,FindState("SeeCrouch"))
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|| InStateSequence(CurState,FindState("SpawnAir"))
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|| InStateSequence(CurState,FindState("SpawnSwim"))
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|| InStateSequence(CurState,FindState("SpawnCrouch"))
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|| InStateSequence(CurState,FindState("Spawn")+1) )
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SetStateLabel("Turn");
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}
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else
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{
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if ( InStateSequence(CurState,FindState("See"))
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|| InStateSequence(CurState,FindState("SeeAir"))
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|| InStateSequence(CurState,FindState("SeeSwim"))
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|| InStateSequence(CurState,FindState("SeeCrouch"))
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|| InStateSequence(CurState,FindState("SpawnAir"))
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|| InStateSequence(CurState,FindState("SpawnSwim"))
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|| InStateSequence(CurState,FindState("SpawnCrouch")) )
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SetStateLabel("Spawn");
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}
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}
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else if ( !bNoGravity && (waterlevel < 2) )
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{
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// Falling
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if ( InStateSequence(CurState,FindState("See"))
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|| InStateSequence(CurState,FindState("SeeAir"))
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|| InStateSequence(CurState,FindState("SeeSwim"))
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|| InStateSequence(CurState,FindState("SeeCrouch"))
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|| InStateSequence(CurState,FindState("Spawn"))
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|| InStateSequence(CurState,FindState("SpawnSwim"))
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|| InStateSequence(CurState,FindState("SpawnCrouch"))
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|| InStateSequence(CurState,FindState("Turn")) )
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SetStateLabel("SpawnAir");
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}
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else
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{
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// Swimming
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if ( InStateSequence(CurState,FindState("See"))
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|| InStateSequence(CurState,FindState("SeeAir"))
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|| InStateSequence(CurState,FindState("SeeSwim"))
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|| InStateSequence(CurState,FindState("SeeCrouch"))
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|| InStateSequence(CurState,FindState("Spawn"))
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|| InStateSequence(CurState,FindState("SpawnAir"))
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|| InStateSequence(CurState,FindState("SpawnCrouch"))
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|| InStateSequence(CurState,FindState("Turn")) )
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SetStateLabel("SpawnSwim");
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}
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}
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override void PlayRunning()
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{
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if ( (player && (player.mo == self)) && (player.crouchdir == -1) )
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{
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// Crouching
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if ( !InStateSequence(CurState,FindState("SeeCrouch")) )
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SetStateLabel("SeeCrouch");
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}
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else if ( !bNoGravity && player.onground && (waterlevel < 2) )
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{
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// Ground
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if ( InStateSequence(CurState,FindState("Spawn"))
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|| InStateSequence(CurState,FindState("SpawnAir"))
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|| InStateSequence(CurState,FindState("SpawnSwim"))
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|| InStateSequence(CurState,FindState("SpawnCrouch"))
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|| InStateSequence(CurState,FindState("SeeAir"))
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|| InStateSequence(CurState,FindState("SeeSwim"))
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|| InStateSequence(CurState,FindState("SeeCrouch"))
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|| InStateSequence(CurState,FindState("Turn")) )
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SetStateLabel("See");
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}
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else if ( !bNoGravity && (waterlevel < 2) )
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{
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// Falling
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if ( InStateSequence(CurState,FindState("Spawn"))
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|| InStateSequence(CurState,FindState("SpawnAir"))
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|| InStateSequence(CurState,FindState("SpawnSwim"))
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|| InStateSequence(CurState,FindState("SpawnCrouch"))
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|| InStateSequence(CurState,FindState("See"))
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|| InStateSequence(CurState,FindState("SeeSwim"))
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|| InStateSequence(CurState,FindState("SeeCrouch"))
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|| InStateSequence(CurState,FindState("Turn")) )
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SetStateLabel("SeeAir");
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}
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else
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{
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// Swimming
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if ( InStateSequence(CurState,FindState("Spawn"))
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|| InStateSequence(CurState,FindState("SpawnAir"))
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|| InStateSequence(CurState,FindState("SpawnSwim"))
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|| InStateSequence(CurState,FindState("SpawnCrouch"))
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|| InStateSequence(CurState,FindState("See"))
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|| InStateSequence(CurState,FindState("SeeAir"))
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|| InStateSequence(CurState,FindState("SeeCrouch"))
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|| InStateSequence(CurState,FindState("Turn")) )
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SetStateLabel("SeeSwim");
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}
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}
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override void PlayAttacking()
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{
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// no animation if crouched
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if ( (player && (player.mo == self)) && (player.crouchdir == -1) ) return;
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// check weapon type
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if ( (player.ReadyWeapon is 'SniperRifle') && (player.buttons&BT_ALTATTACK) )
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return;
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if ( ((player.ReadyWeapon is 'BioRifle') && (player.buttons&BT_ALTATTACK))
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|| (player.ReadyWeapon is 'UTRocketLauncher') )
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{
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if ( !InStateSequence(CurState,FindState("MissileRepStill")) )
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SetStateLabel("MissileRepStill");
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}
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else if ( ((player.ReadyWeapon is 'ImpactHammer') && (player.buttons&BT_ATTACK))
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|| ((player.ReadyWeapon is 'UTChainsaw') && (player.buttons&BT_ATTACK))
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|| (player.ReadyWeapon is 'PulseGun')
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|| (player.ReadyWeapon is 'Minigun') )
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{
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if ( !InStateSequence(CurState,FindState("MissileRep")) )
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SetStateLabel("MissileRep");
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}
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else SetStateLabel("Missile");
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}
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override void PlayAttacking2()
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{
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PlayAttacking();
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}
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virtual void PlayAttacking3()
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{
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if ( (player && (player.mo == self)) && (player.crouchdir == -1) ) return;
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SetStateLabel("Missile");
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}
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virtual void PlayReloading()
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{
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if ( (player && (player.mo == self)) && (player.crouchdir == -1) ) return;
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SetStateLabel("Reload");
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}
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virtual void PlayLanding()
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{
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if ( (player && (player.mo == self)) && (player.crouchdir == -1) ) return;
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SetStateLabel("Landing");
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}
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void A_HeadPop()
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{
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Class<UTHead> hclass = "UTHeadMale";
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if ( DollType == DOLL_Boss ) hclass = "UTHeadBoss";
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else if ( DollType == DOLL_Female ) hclass = "UTHeadFemale";
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let h = UTHead(Spawn(hclass,Vec3Offset(0,0,viewheight)));
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if ( player )
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{
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h.headowner = player;
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player.camera = h;
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}
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double ang = FRandom[Blod](0,360);
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double pt = FRandom[Blod](-90,-30);
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Vector3 dir = (cos(pt)*cos(ang),cos(pt)*sin(ang),sin(-pt));
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h.vel = vel*0.6+dir*FRandom[Blod](8.0,12.0);
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}
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void A_GibMe()
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{
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let a = Actor.Spawn("UTPlayerGibber",pos);
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a.vel = vel;
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a.Scale = Scale;
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a.A_SetSize(radius,height);
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UTGibber(a).Gibbed = self;
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}
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void A_DMFade()
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{
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if ( !deathmatch || player ) return;
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corpsetime++;
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if ( corpsetime > 350 ) A_FadeOut(0.03);
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}
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States
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{
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Spawn:
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#### # 5;
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PLAY ABCDEFG 8;
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Goto Spawn+1;
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Turn:
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#### # 6;
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PLYT A 0 A_JumpIf(!player||!player.cmd.yaw,"Spawn");
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PLYT A 6;
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PLYT A 0 A_JumpIf(!player||!player.cmd.yaw,"Spawn");
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PLYT A 6;
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PLYT B 0 A_JumpIf(!player||!player.cmd.yaw,"Spawn");
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PLYT B 6;
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PLYT B 0 A_JumpIf(!player||!player.cmd.yaw,"Spawn");
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PLYT B 6;
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Goto Turn+1;
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SpawnAir:
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#### # 5;
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PLYA A 50;
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PLYL A 50;
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Goto SpawnAir+1;
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SpawnSwim:
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#### # 5;
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PLYS ABCDEFG 6;
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Goto SpawnSwim+1;
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SpawnCrouch:
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#### # 5;
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PLYC A -1;
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Wait;
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See:
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#### # 5;
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PLAY HIJKL 4;
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Goto See+1;
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SeeAir:
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#### # 5;
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PLYA A 50;
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PLYL A 50;
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Goto SeeAir+1;
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SeeSwim:
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#### # 5;
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PLYS HIJKL 4;
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Goto SeeSwim+1;
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SeeCrouch:
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#### # 5;
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PLYC ABCDE 4;
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Goto SeeCrouch+1;
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Missile:
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#### # 2;
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PLAY MNOPQA 3;
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Goto Spawn;
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MissileRep:
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#### # 2;
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PLAY R 2;
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PLAY S 0 A_JumpIf(!player||!(player.buttons&(BT_ATTACK|BT_ALTATTACK)),"Spawn");
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PLAY S 2;
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PLAY T 0 A_JumpIf(!player||!(player.buttons&(BT_ATTACK|BT_ALTATTACK)),"Spawn");
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PLAY T 2;
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PLAY U 0 A_JumpIf(!player||!(player.buttons&(BT_ATTACK|BT_ALTATTACK)),"Spawn");
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PLAY U 2;
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PLAY V 0 A_JumpIf(!player||!(player.buttons&(BT_ATTACK|BT_ALTATTACK)),"Spawn");
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PLAY V 2;
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PLAY R 0 A_JumpIf(!player||!(player.buttons&(BT_ATTACK|BT_ALTATTACK)),"Spawn");
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Goto MissileRep+1;
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MissileRepStill:
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#### # 2;
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PLAY R 2;
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PLAY R 0 A_JumpIf(!player||!(player.buttons&(BT_ATTACK|BT_ALTATTACK)),"Spawn");
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Goto MissileRepStill+1;
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Reload:
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#### # 3;
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PLYR ABCDEFGH 4;
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Goto Spawn;
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Landing:
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#### # 4;
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PLYL A 3;
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Goto Spawn;
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Pain:
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#### # 0 A_Jump(256,1,3,5,7);
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#### # 2;
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PLAY W 3 A_Pain();
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Goto Spawn;
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#### # 2;
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PLAY Y 3 A_Pain();
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Goto Spawn;
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#### # 2;
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PLAY Z 3 A_Pain();
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Goto Spawn;
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Pain.Decapitated:
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#### # 2;
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PLAY X 3 A_Pain();
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Goto Spawn;
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Death.Decapitated:
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#### # 0 A_HeadPop();
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PLD4 A 3 A_PlayerScream();
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PLD4 B 3 A_NoBlocking();
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PLD4 CDEFGHIJKLMNO 3;
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PLD4 P 1 A_DMFade();
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Wait;
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Death:
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#### # 0 A_JumpIf(vel.length()>20,"Death11");
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#### # 0 A_JumpIf(vel.length()>10,"Death1");
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#### # 0 A_Jump(256,"Death2","Death3","Death7","Death8");
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Death11:
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#### # 3;
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PD11 A 3 A_PlayerScream();
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PD11 B 3 A_NoBlocking();
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PD11 CDEFGHIJKLMNOPQ 3;
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PD11 R 1 A_DMFade();
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Wait;
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Death.Zapped:
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#### # 3;
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PLD9 A 3 A_PlayerScream();
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PLD9 B 3 A_NoBlocking();
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PLD9 CDEFGHIJKLMNOPQRST 2;
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PD9B ABCDEFGHI 2;
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PD9B J 1 A_DMFade();
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Wait;
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Death8:
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#### # 3;
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PLD8 A 3 A_PlayerScream();
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PLD8 B 3 A_NoBlocking();
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PLD8 CDEFGHIJKLMNOPQ 3;
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PLD8 R 1 A_DMFade();
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Wait;
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Death7:
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#### # 3;
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PLD7 A 3 A_PlayerScream();
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PLD7 B 3 A_NoBlocking();
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PLD7 CDEFGHIJKLMNOPQRST 3;
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PLD7 U 1 A_DMFade();
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Wait;
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Death3:
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#### # 3;
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PLD3 A 3 A_PlayerScream();
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PLD3 B 3 A_NoBlocking();
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PLD3 CDEFGHIJKL 3;
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PLD3 M 1 A_DMFade();
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Wait;
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Death2:
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#### # 3;
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PLD2 A 3 A_PlayerScream();
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PLD2 B 3 A_NoBlocking();
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PLD2 CDEFGHIJKLMNO 3;
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PLD2 P 1 A_DMFade();
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Wait;
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Death1:
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#### # 3;
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PLD1 A 3 A_PlayerScream();
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PLD1 B 3 A_NoBlocking();
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PLD1 CDEFGHIJKL 3;
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PLD1 M 1 A_DMFade();
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Wait;
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XDeath:
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TNT1 A 1
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{
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A_XScream();
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A_NoBlocking();
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A_GibMe();
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}
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TNT1 A 1 A_CheckPlayerDone();
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Wait;
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Taunt1:
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#### # 5;
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PLT1 ABCDEFGHIJKLMNOPQRST 3;
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Goto Spawn;
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Taunt2:
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#### # 5;
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PLT2 ABCDEFGHIJKLMNOPQR 4;
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PLT2 R 8;
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PLAY A 3;
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Goto Spawn;
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Taunt3:
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#### # 5;
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PLT3 ABCDEFGHIJKLMNO 3;
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Goto Spawn;
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Taunt4:
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#### # 5;
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PLT4 ABCDEFGHIJKLMNO 3;
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Goto Spawn;
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}
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}
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// these only exist for sound
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@ -734,26 +1111,118 @@ Class UTPlayerTMale2 : UTPlayer
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-NOMENU;
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}
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}
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Class UTPlayerTFemale1 : UTPlayer
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Class UTPlayerTFemale : UTPlayer
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{
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Default
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{
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UTPlayer.DollType DOLL_Female;
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}
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void A_LegPop()
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{
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let a = Actor.Spawn("UTFemaleLegGibber",pos);
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a.vel = vel;
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a.Scale = Scale;
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a.A_SetSize(radius,height);
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UTGibber(a).Gibbed = self;
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}
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States
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{
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Reload:
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#### # 3;
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PLYR ABCDEF 4;
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Goto Spawn;
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Taunt1:
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#### # 5;
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PLT1 ABCDEFGHIJKLMNO 3;
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Goto Spawn;
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Taunt2:
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#### # 5;
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PLT2 ABCDEFGHIJ 6;
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PLAY A 3;
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Goto Spawn;
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Death.Decapitated:
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#### # 0 A_HeadPop();
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PLD6 A 3 A_PlayerScream();
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PLD6 B 3 A_NoBlocking();
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PLD6 CDEFGHIJ 3;
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PLD6 K 1 A_DMFade();
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Wait;
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Death.Zapped:
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#### # 3;
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PLD9 A 3 A_PlayerScream();
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PLD9 B 3 A_NoBlocking();
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PLD9 CDEFGHIJKLMNOPQRST 2;
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PD9B ABCDEFGHIJ 2;
|
||||
PD9B K 1 A_DMFade();
|
||||
Wait;
|
||||
Death:
|
||||
#### # 0 A_JumpIf(vel.length()>20,"Death5");
|
||||
#### # 0 A_JumpIf(vel.length()>10,"Death2");
|
||||
#### # 0 A_Jump(256,"Death1","Death3","Death4","Death7");
|
||||
Death7:
|
||||
#### # 3;
|
||||
PLD7 A 3 A_PlayerScream();
|
||||
PLD7 B 3 A_NoBlocking();
|
||||
PLD7 CDEFGHIJ 3;
|
||||
PLD7 K 1 A_DMFade();
|
||||
Wait;
|
||||
Death5:
|
||||
#### # 0 A_LegPop();
|
||||
PLD5 A 3 A_PlayerScream();
|
||||
PLD5 B 3 A_NoBlocking();
|
||||
PLD5 CDEFGHIJKL 3;
|
||||
PLD5 M 1 A_DMFade();
|
||||
Wait;
|
||||
Death4:
|
||||
#### # 3;
|
||||
PLD4 A 3 A_PlayerScream();
|
||||
PLD4 B 3 A_NoBlocking();
|
||||
PLD4 CDEFGHIJKL 3;
|
||||
PLD4 M 1 A_DMFade();
|
||||
Wait;
|
||||
Death3:
|
||||
#### # 3;
|
||||
PLD3 A 3 A_PlayerScream();
|
||||
PLD3 B 3 A_NoBlocking();
|
||||
PLD3 CDEFGHIJKLMNO 3;
|
||||
PLD3 P 1 A_DMFade();
|
||||
Wait;
|
||||
Death2:
|
||||
#### # 3;
|
||||
PLD2 A 3 A_PlayerScream();
|
||||
PLD2 B 3 A_NoBlocking();
|
||||
PLD2 CDEFGHIJKLMNOPQ 3;
|
||||
PLD2 R 1 A_DMFade();
|
||||
Wait;
|
||||
Death1:
|
||||
#### # 3;
|
||||
PLD1 A 3 A_PlayerScream();
|
||||
PLD1 B 3 A_NoBlocking();
|
||||
PLD1 CDEFGHIJKLMNOPQRSTUV 3;
|
||||
PLD1 W 1 A_DMFade();
|
||||
Wait;
|
||||
}
|
||||
}
|
||||
Class UTPlayerTFemale1 : UTPlayerTFemale
|
||||
{
|
||||
Default
|
||||
{
|
||||
Player.SoundClass "tfemale";
|
||||
Player.DisplayName "$N_TFEMALE1";
|
||||
Player.Portrait "Ivana";
|
||||
UTPlayer.DollType DOLL_Female;
|
||||
UTPlayer.VoiceType VOICE_FemaleOne;
|
||||
-NOMENU;
|
||||
}
|
||||
}
|
||||
Class UTPlayerTFemale2 : UTPlayer
|
||||
Class UTPlayerTFemale2 : UTPlayerTFemale
|
||||
{
|
||||
Default
|
||||
{
|
||||
Player.SoundClass "tfemale";
|
||||
Player.DisplayName "$N_TFEMALE2";
|
||||
Player.Portrait "Lauren";
|
||||
UTPlayer.DollType DOLL_Female;
|
||||
UTPlayer.VoiceType VOICE_FemaleTwo;
|
||||
-NOMENU;
|
||||
}
|
||||
|
|
@ -1580,8 +2049,8 @@ Class GenericFlash : HUDMessageBase
|
|||
}
|
||||
override bool Tick()
|
||||
{
|
||||
alpha -= 1./duration;
|
||||
return (alpha<=0);
|
||||
if ( duration > 0 ) alpha -= 1./duration;
|
||||
return (alpha<=0)||(!cam);
|
||||
}
|
||||
override void Draw( int bottom, int visibility )
|
||||
{
|
||||
|
|
@ -2059,6 +2528,27 @@ Class UTMainHandler : EventHandler
|
|||
for ( int i=0; i<MAXPLAYERS; i++ ) if ( playeringame[i] ) players[i].mo.TakeInventory("Translocator",1);
|
||||
}
|
||||
}
|
||||
else if ( e.Name ~== "uttaunt" )
|
||||
{
|
||||
if ( (e.player == -1) || !playeringame[e.player] || !players[e.player].mo ) return;
|
||||
let mo = players[e.player].mo;
|
||||
if ( (mo.Health <= 0) || !(mo is 'UTPlayer') ) return;
|
||||
switch ( e.Args[0] )
|
||||
{
|
||||
case 2:
|
||||
mo.SetStateLabel("Taunt2");
|
||||
break;
|
||||
case 3:
|
||||
mo.SetStateLabel("Taunt3");
|
||||
break;
|
||||
case 4:
|
||||
mo.SetStateLabel("Taunt4");
|
||||
break;
|
||||
default:
|
||||
mo.SetStateLabel("Taunt1");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
override void WorldTick()
|
||||
|
|
@ -2106,12 +2596,8 @@ Class UTMainHandler : EventHandler
|
|||
// gibbers
|
||||
if ( flak_gibs && !e.Thing.bNOBLOOD && (e.Thing.FindState("XDeath") || e.Thing.FindState("Death.Extreme")) && ((e.Inflictor && e.Inflictor.bEXTREMEDEATH) || (e.Thing.Health < e.Thing.GetGibHealth())) && (!e.Inflictor || !e.Inflictor.bNOEXTREMEDEATH) )
|
||||
{
|
||||
// players have special gibbing
|
||||
if ( e.Thing.player )
|
||||
{
|
||||
// TODO
|
||||
return;
|
||||
}
|
||||
// players use their own gibber
|
||||
if ( e.Thing is 'UTPlayer' ) return;
|
||||
// generic gibbing
|
||||
let a = Actor.Spawn("UTGibber",e.Thing.pos);
|
||||
a.vel = e.Thing.vel;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue