Simplify title menu stuff. Also simplify doomtest decoration code.
This commit is contained in:
parent
10a505f134
commit
98b6334800
9 changed files with 135 additions and 166 deletions
BIN
graphics/DTLogo.png
Normal file
BIN
graphics/DTLogo.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 146 KiB |
|
|
@ -244,7 +244,7 @@ FLAK_CMUSNSND = "Music & Sound:";
|
||||||
FLAK_CBIZ = "Biz:";
|
FLAK_CBIZ = "Biz:";
|
||||||
/* menu tooltips */
|
/* menu tooltips */
|
||||||
TOOLTIP_FLAK_PROTOMENU = "Picks which background to use when menus are open, in addition this will also change the main title music.";
|
TOOLTIP_FLAK_PROTOMENU = "Picks which background to use when menus are open, in addition this will also change the main title music.";
|
||||||
TOOLTIP_FLAK_SHOWMENU = "Shows a background graphic when menus are open. May also affect dialogue sceens. I have no idea how to fix that.";
|
TOOLTIP_FLAK_SHOWMENU = "Shows a background graphic when game menus are open.";
|
||||||
TOOLTIP_FLAK_PULSERELOAD = "Pulse Gun reloads after 50 shots, like in early builds.";
|
TOOLTIP_FLAK_PULSERELOAD = "Pulse Gun reloads after 50 shots, like in early builds.";
|
||||||
TOOLTIP_FLAK_ENFORCERRELOAD = "Enforcer reloads after 20 shots, like the Unreal Automag.";
|
TOOLTIP_FLAK_ENFORCERRELOAD = "Enforcer reloads after 20 shots, like the Unreal Automag.";
|
||||||
TOOLTIP_FLAK_REDEEMERREADOUT = "Marks nearby shootable targets, may be framerate intensive.";
|
TOOLTIP_FLAK_REDEEMERREADOUT = "Marks nearby shootable targets, may be framerate intensive.";
|
||||||
|
|
@ -511,7 +511,7 @@ FLAK_CMUSNSND = "Música y Sonido:";
|
||||||
FLAK_CBIZ = "Negocios:";
|
FLAK_CBIZ = "Negocios:";
|
||||||
/* menu tooltips */
|
/* menu tooltips */
|
||||||
TOOLTIP_FLAK_PROTOMENU = "Elige qué imagen de fondo usar cuando hay menus abiertos, también cambia la música del menú principal.";
|
TOOLTIP_FLAK_PROTOMENU = "Elige qué imagen de fondo usar cuando hay menus abiertos, también cambia la música del menú principal.";
|
||||||
TOOLTIP_FLAK_SHOWMENU = "Muestra una imagen de fondo cuando hay menus abiertos. Puede afectar pantallas de diálogos. No sé como arreglar eso.";
|
TOOLTIP_FLAK_SHOWMENU = "Muestra una imagen de fondo cuando hay menus abiertos.";
|
||||||
TOOLTIP_FLAK_PULSERELOAD = "El Arma de Impulsos recarga cada 50 disparos, como en las betas.";
|
TOOLTIP_FLAK_PULSERELOAD = "El Arma de Impulsos recarga cada 50 disparos, como en las betas.";
|
||||||
TOOLTIP_FLAK_ENFORCERRELOAD = "El Reforzador recarga cada 20 disparos, como el Automag de Unreal.";
|
TOOLTIP_FLAK_ENFORCERRELOAD = "El Reforzador recarga cada 20 disparos, como el Automag de Unreal.";
|
||||||
TOOLTIP_FLAK_REDEEMERREADOUT = "Marca objetivos cercanos, puede tener un impacto notable en el rendimiento.";
|
TOOLTIP_FLAK_REDEEMERREADOUT = "Marca objetivos cercanos, puede tener un impacto notable en el rendimiento.";
|
||||||
|
|
|
||||||
BIN
maps/TITLEMAP.wad
Normal file
BIN
maps/TITLEMAP.wad
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
Before Width: | Height: | Size: 148 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 16 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 19 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 17 KiB |
|
|
@ -2896,23 +2896,24 @@ Class QueuedFlash
|
||||||
|
|
||||||
Class UTStaticHandler : StaticEventHandler
|
Class UTStaticHandler : StaticEventHandler
|
||||||
{
|
{
|
||||||
ui TextureID tex;
|
ui TextureID tex[2];
|
||||||
|
|
||||||
ui void StartMenu()
|
ui void StartMenu()
|
||||||
{
|
{
|
||||||
|
tex[0] = TexMan.CheckForTexture("DTLogo",TexMan.Type_Any);
|
||||||
CVar protomenu = CVar.GetCVar('flak_protomenu',players[consoleplayer]);
|
CVar protomenu = CVar.GetCVar('flak_protomenu',players[consoleplayer]);
|
||||||
if ( !protomenu ) return; // this can happen
|
if ( !protomenu ) return; // this can happen
|
||||||
int proto = protomenu.GetInt();
|
int proto = protomenu.GetInt();
|
||||||
if ( proto )
|
if ( proto )
|
||||||
{
|
{
|
||||||
tex = TexMan.CheckForTexture("protobg",TexMan.Type_Any);
|
tex[1] = TexMan.CheckForTexture("protobg",TexMan.Type_Any);
|
||||||
if ( gamestate != GS_TITLELEVEL ) return;
|
if ( gamestate != GS_TITLELEVEL ) return;
|
||||||
if ( proto > 1 ) S_ChangeMusic("menu2");
|
if ( proto > 1 ) S_ChangeMusic("menu2");
|
||||||
else S_ChangeMusic("xyzdMenu");
|
else S_ChangeMusic("xyzdMenu");
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
tex = TexMan.CheckForTexture("finalbg",TexMan.Type_Any);
|
tex[1] = TexMan.CheckForTexture("finalbg",TexMan.Type_Any);
|
||||||
if ( gamestate != GS_TITLELEVEL ) return;
|
if ( gamestate != GS_TITLELEVEL ) return;
|
||||||
S_ChangeMusic("utmenu23");
|
S_ChangeMusic("utmenu23");
|
||||||
}
|
}
|
||||||
|
|
@ -2928,16 +2929,29 @@ Class UTStaticHandler : StaticEventHandler
|
||||||
if ( gametic <= 0 ) StartMenu();
|
if ( gametic <= 0 ) StartMenu();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
override void RenderUnderlay( RenderEvent e )
|
||||||
|
{
|
||||||
|
if ( gamestate != GS_TITLELEVEL ) return;
|
||||||
|
double ar = Screen.GetAspectRatio();
|
||||||
|
Vector2 tsize = TexMan.GetScaledSize(tex[0]);
|
||||||
|
double sar = tsize.x/tsize.y;
|
||||||
|
Vector2 vsize;
|
||||||
|
if ( sar > ar ) vsize = (tsize.x,tsize.x/ar);
|
||||||
|
else if ( sar < ar ) vsize = (tsize.y*ar,tsize.y);
|
||||||
|
else vsize = tsize;
|
||||||
|
Screen.Dim("Black",1.0,0,0,Screen.GetWidth(),Screen.GetHeight());
|
||||||
|
Screen.DrawTexture(tex[0],false,(vsize.x-tsize.x)/2,(vsize.y-tsize.y)/2,DTA_VirtualWidthF,vsize.x,DTA_VirtualHeightF,vsize.y,DTA_KeepRatio,true);
|
||||||
|
}
|
||||||
|
|
||||||
override void RenderOverlay( RenderEvent e )
|
override void RenderOverlay( RenderEvent e )
|
||||||
{
|
{
|
||||||
// well this if sure is a long one
|
// well this if sure is a long one
|
||||||
if ( players[consoleplayer].camera.player && players[consoleplayer].camera.player.ReadyWeapon && (players[consoleplayer].camera.player.ReadyWeapon is 'UTWeapon') )
|
if ( players[consoleplayer].camera.player && players[consoleplayer].camera.player.ReadyWeapon && (players[consoleplayer].camera.player.ReadyWeapon is 'UTWeapon') )
|
||||||
UTWeapon(players[consoleplayer].camera.player.ReadyWeapon).RenderOverlay(e);
|
UTWeapon(players[consoleplayer].camera.player.ReadyWeapon).RenderOverlay(e);
|
||||||
if ( !menuactive ) return;
|
if ( !menuactive || (Menu.GetCurrentMenu() is 'ConversationMenu') ) return;
|
||||||
if ( tex.IsNull() || !tex.IsValid() ) return;
|
|
||||||
if ( !CVar.GetCVar('flak_showmenu',players[consoleplayer]).GetBool() ) return;
|
if ( !CVar.GetCVar('flak_showmenu',players[consoleplayer]).GetBool() ) return;
|
||||||
Screen.Dim("Black",1.0,0,0,Screen.GetWidth(),Screen.GetHeight());
|
Screen.Dim("Black",1.0,0,0,Screen.GetWidth(),Screen.GetHeight());
|
||||||
Screen.DrawTexture(tex,true,0,0,DTA_VirtualWidth,1024,DTA_VirtualHeight,768);
|
Screen.DrawTexture(tex[1],true,0,0,DTA_VirtualWidth,1024,DTA_VirtualHeight,768);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -3127,68 +3141,74 @@ Class UTMainHandler : EventHandler
|
||||||
for ( int i=0; i<166; i++ )
|
for ( int i=0; i<166; i++ )
|
||||||
gframes[i] = TexMan.CheckForTexture(String.Format("graphics/grunt/B_%03d.jpg",i+1),TexMan.Type_Any);
|
gframes[i] = TexMan.CheckForTexture(String.Format("graphics/grunt/B_%03d.jpg",i+1),TexMan.Type_Any);
|
||||||
}
|
}
|
||||||
|
if ( level.levelname != "Modder Test Map" ) return;
|
||||||
// just replace the -noflat- with a better scaled version and change the sky
|
// just replace the -noflat- with a better scaled version and change the sky
|
||||||
if ( !flak_doomtest )
|
if ( !flak_doomtest )
|
||||||
{
|
{
|
||||||
if ( (level.GetChecksum() ~== "959A613006CC3AA912C4A22908B7566A") || (level.GetChecksum() ~== "0EADB2F82732A968B8513E4DC6138439") )
|
Level.ReplaceTextures("-noflat-","DefTex",0);
|
||||||
{
|
TextureID skytx = TexMan.CheckForTexture("BlueSky",TexMan.Type_Any);
|
||||||
Level.ReplaceTextures("-noflat-","DefTex",0);
|
level.ChangeSky(skytx,skytx);
|
||||||
TextureID skytx = TexMan.CheckForTexture("BlueSky",TexMan.Type_Any);
|
|
||||||
level.ChangeSky(skytx,skytx);
|
|
||||||
}
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
S_ChangeMusic("Course");
|
||||||
|
TextureID deftex = TexMan.CheckForTexture("-noflat-",TexMan.Type_Any);
|
||||||
|
TextureID skytx = TexMan.CheckForTexture("KGDaySky",TexMan.Type_Any);
|
||||||
|
TextureID baseflor = TexMan.CheckForTexture("rClfFlr0",TexMan.Type_Any);
|
||||||
|
TextureID baseceil = TexMan.CheckForTexture("rClfBas0",TexMan.Type_Any);
|
||||||
|
TextureID basewall = TexMan.CheckForTexture("uAlnWl2b",TexMan.Type_Any);
|
||||||
|
TextureID xbasewall = TexMan.CheckForTexture("xAlnWl2b",TexMan.Type_Any);
|
||||||
|
TextureID glasstex = TexMan.CheckForTexture("Glassg",TexMan.Type_Any);
|
||||||
|
level.ChangeSky(skytx,skytx);
|
||||||
// prettify Kinsie's test map for a more Unreal feel
|
// prettify Kinsie's test map for a more Unreal feel
|
||||||
if ( level.GetChecksum() ~== "959A613006CC3AA912C4A22908B7566A" )
|
for ( int i=0; i<level.sectors.size(); i++ )
|
||||||
{
|
{
|
||||||
S_ChangeMusic("Course");
|
level.sectors[i].lightlevel = min(level.sectors[i].lightlevel,96);
|
||||||
TextureID deftex = TexMan.CheckForTexture("-noflat-",TexMan.Type_Any);
|
if ( level.sectors[i].GetPlaneLight(0) ) level.sectors[i].SetPlaneLight(0,96);
|
||||||
TextureID skytx = TexMan.CheckForTexture("KGDaySky",TexMan.Type_Any);
|
if ( level.sectors[i].GetPlaneLight(1) ) level.sectors[i].SetPlaneLight(1,96);
|
||||||
TextureID baseflor = TexMan.CheckForTexture("rClfFlr0",TexMan.Type_Any);
|
// open some ceilings
|
||||||
TextureID baseceil = TexMan.CheckForTexture("rClfBas0",TexMan.Type_Any);
|
if ( level.sectors[i].ceilingplane.ZAtPoint(level.sectors[i].centerspot) == 1280 )
|
||||||
TextureID basewall = TexMan.CheckForTexture("uAlnWl2b",TexMan.Type_Any);
|
level.sectors[i].SetTexture(1,skyflatnum);
|
||||||
TextureID xbasewall = TexMan.CheckForTexture("xAlnWl2b",TexMan.Type_Any);
|
if ( level.sectors[i].GetTexture(0) == deftex )
|
||||||
TextureID glasstex = TexMan.CheckForTexture("Glassg",TexMan.Type_Any);
|
|
||||||
level.ChangeSky(skytx,skytx);
|
|
||||||
for ( int i=0; i<level.sectors.size(); i++ )
|
|
||||||
{
|
{
|
||||||
level.sectors[i].lightlevel = min(level.sectors[i].lightlevel,96);
|
if ( gameinfo.gametype == GAME_DOOM )
|
||||||
if ( level.sectors[i].GetPlaneLight(0) ) level.sectors[i].SetPlaneLight(0,96);
|
|
||||||
if ( level.sectors[i].GetPlaneLight(1) ) level.sectors[i].SetPlaneLight(1,96);
|
|
||||||
// open some ceilings
|
|
||||||
if ( level.sectors[i].ceilingplane.ZAtPoint(level.sectors[i].centerspot) == 1280 )
|
|
||||||
level.sectors[i].SetTexture(1,skyflatnum);
|
|
||||||
if ( level.sectors[i].GetTexture(0) == deftex )
|
|
||||||
{
|
|
||||||
level.sectors[i].SetTexture(0,((i==47)||((i>=256)&&(i<=260)))?baseceil:baseflor);
|
level.sectors[i].SetTexture(0,((i==47)||((i>=256)&&(i<=260)))?baseceil:baseflor);
|
||||||
level.sectors[i].SetXScale(0,2.);
|
else if ( gameinfo.gametype == GAME_HERETIC )
|
||||||
level.sectors[i].SetYScale(0,2.);
|
level.sectors[i].SetTexture(0,((i==47)||((i>=144)&&(i<=148)))?baseceil:baseflor);
|
||||||
}
|
level.sectors[i].SetXScale(0,2.);
|
||||||
if ( level.sectors[i].GetTexture(1) == deftex )
|
level.sectors[i].SetYScale(0,2.);
|
||||||
{
|
|
||||||
level.sectors[i].SetTexture(1,((i==47)||((i>=256)&&(i<=260)))?baseflor:baseceil);
|
|
||||||
level.sectors[i].SetXScale(1,2.);
|
|
||||||
level.sectors[i].SetYScale(1,2.);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
for ( int i=0; i<level.sides.size(); i++ )
|
if ( level.sectors[i].GetTexture(1) == deftex )
|
||||||
{
|
{
|
||||||
level.sides[i].light = 0;
|
if ( gameinfo.gametype == GAME_DOOM )
|
||||||
level.sides[i].flags &= ~Side.WALLF_ABSLIGHTING;
|
level.sectors[i].SetTexture(1,((i==47)||((i>=256)&&(i<=260)))?baseflor:baseceil);
|
||||||
for ( int j=0; j<3; j++ )
|
else if ( gameinfo.gametype == GAME_HERETIC )
|
||||||
{
|
level.sectors[i].SetTexture(1,((i==47)||((i>=144)&&(i<=148)))?baseflor:baseceil);
|
||||||
if ( level.sides[i].GetTexture(j) != deftex ) continue;
|
level.sectors[i].SetXScale(1,2.);
|
||||||
if ( (i==529) || (i==530) || (i==533) || (i==534) )
|
level.sectors[i].SetYScale(1,2.);
|
||||||
{
|
|
||||||
level.sides[i].SetTexture(j,xbasewall);
|
|
||||||
level.sides[i].SetTextureYOffset(j,-2304);
|
|
||||||
}
|
|
||||||
else level.sides[i].SetTexture(j,basewall);
|
|
||||||
level.sides[i].SetTextureXScale(j,2.);
|
|
||||||
level.sides[i].SetTextureYScale(j,2.);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
// fixup
|
}
|
||||||
|
for ( int i=0; i<level.sides.size(); i++ )
|
||||||
|
{
|
||||||
|
level.sides[i].light = 0;
|
||||||
|
level.sides[i].flags &= ~Side.WALLF_ABSLIGHTING;
|
||||||
|
for ( int j=0; j<3; j++ )
|
||||||
|
{
|
||||||
|
if ( level.sides[i].GetTexture(j) != deftex ) continue;
|
||||||
|
if ( ((gameinfo.gametype == GAME_DOOM) && ((i==529) || (i==530) || (i==533) || (i==534)))
|
||||||
|
|| ((gameinfo.gametype == GAME_HERETIC) && ((i==295) || (i==296) || (i==309) || (i==310))) )
|
||||||
|
{
|
||||||
|
level.sides[i].SetTexture(j,xbasewall);
|
||||||
|
level.sides[i].SetTextureYOffset(j,-2304);
|
||||||
|
}
|
||||||
|
else level.sides[i].SetTexture(j,basewall);
|
||||||
|
level.sides[i].SetTextureXScale(j,2.);
|
||||||
|
level.sides[i].SetTextureYScale(j,2.);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// fixup
|
||||||
|
level.sectors[53].SetFade("00 00 20");
|
||||||
|
if ( gameinfo.gametype == GAME_DOOM )
|
||||||
|
{
|
||||||
for ( int i=215; i<246; i++ )
|
for ( int i=215; i<246; i++ )
|
||||||
{
|
{
|
||||||
if ( (i==218) || (i==221) || (i==227)
|
if ( (i==218) || (i==221) || (i==227)
|
||||||
|
|
@ -3196,20 +3216,34 @@ Class UTMainHandler : EventHandler
|
||||||
|| (i==238) || (i==243) ) continue;
|
|| (i==238) || (i==243) ) continue;
|
||||||
level.sectors[i].SetSpecialColor(0,"00 00 00");
|
level.sectors[i].SetSpecialColor(0,"00 00 00");
|
||||||
}
|
}
|
||||||
level.sectors[53].SetFade("00 00 20");
|
|
||||||
level.sides[1844].SetTexture(1,glasstex);
|
level.sides[1844].SetTexture(1,glasstex);
|
||||||
level.lines[945].alpha = 0.5;
|
level.lines[945].alpha = 0.5;
|
||||||
AddLight((0,-288,128),"E0 E0 FF",256);
|
}
|
||||||
AddLight((-2560,1024,1280),"E0 E0 FF",1024);
|
else if ( gameinfo.gametype == GAME_HERETIC )
|
||||||
AddLight((0,1024,1280),"E0 E0 FF",1024);
|
{
|
||||||
AddLight((2560,1024,1280),"E0 E0 FF",1024);
|
for ( int i=104; i<134; i++ )
|
||||||
AddLight((-384,-160,64),"FF FF FF",128);
|
{
|
||||||
AddLight((-384,-288,64),"FF FF FF",128);
|
if ( (i==107) || (i==110) || (i==116)
|
||||||
AddLight((-384,-416,64),"FF FF FF",128);
|
|| (i==119) || (i==121) || (i==127)
|
||||||
AddLight((0,2816,96),"FF FF FF",512);
|
|| (i==132) ) continue;
|
||||||
AddLight((2904,1344,128),"80 80 FF",256);
|
level.sectors[i].SetSpecialColor(0,"00 00 00");
|
||||||
AddLight((3408,1344,128),"80 80 FF",256);
|
}
|
||||||
AddLight((1568,1760,64),"20 20 80",128);
|
level.sides[216].SetTexture(1,glasstex);
|
||||||
|
level.lines[125].alpha = 0.5;
|
||||||
|
}
|
||||||
|
AddLight((0,-288,128),"E0 E0 FF",256);
|
||||||
|
AddLight((-2560,1024,1280),"E0 E0 FF",1024);
|
||||||
|
AddLight((0,1024,1280),"E0 E0 FF",1024);
|
||||||
|
AddLight((2560,1024,1280),"E0 E0 FF",1024);
|
||||||
|
AddLight((-384,-160,64),"FF FF FF",128);
|
||||||
|
AddLight((-384,-288,64),"FF FF FF",128);
|
||||||
|
AddLight((-384,-416,64),"FF FF FF",128);
|
||||||
|
AddLight((0,2816,96),"FF FF FF",512);
|
||||||
|
AddLight((2904,1344,128),"80 80 FF",256);
|
||||||
|
AddLight((3408,1344,128),"80 80 FF",256);
|
||||||
|
AddLight((1568,1760,64),"20 20 80",128);
|
||||||
|
if ( gameinfo.gametype == GAME_DOOM )
|
||||||
|
{
|
||||||
AddLight((1824,1760,64),"80 20 20",128);
|
AddLight((1824,1760,64),"80 20 20",128);
|
||||||
AddLight((2080,1760,64),"FF 80 20",128);
|
AddLight((2080,1760,64),"FF 80 20",128);
|
||||||
AddLight((2336,1760,64),"20 FF 20",128);
|
AddLight((2336,1760,64),"20 FF 20",128);
|
||||||
|
|
@ -3218,97 +3252,9 @@ Class UTMainHandler : EventHandler
|
||||||
AddLight((2944,960,64),"20 FF 20",128);
|
AddLight((2944,960,64),"20 FF 20",128);
|
||||||
AddLight((2944,736,64),"20 FF 20",128);
|
AddLight((2944,736,64),"20 FF 20",128);
|
||||||
AddLight((3264,960,64),"FF 20 20",128);
|
AddLight((3264,960,64),"FF 20 20",128);
|
||||||
AddLight((3264,736,64),"A0 A0 30",128);
|
|
||||||
AddLight((3264,512,64),"80 80 20",128);
|
|
||||||
AddLight((3584,960,64),"80 80 20",128);
|
|
||||||
AddLight((3584,736,64),"20 FF 20",128);
|
|
||||||
AddLight((3584,512,64),"FF 80 20",128);
|
|
||||||
AddLight((3584,288,64),"FF 80 FF",128);
|
|
||||||
AddAmbient((0,-288,192),"testamb/wind1",0.5,1.6);
|
|
||||||
AddAmbient((-2560,1024,768),"testamb/wind1",0.4,0.8);
|
|
||||||
AddAmbient((0,1024,768),"testamb/wind1",0.4,0.8);
|
|
||||||
AddAmbient((2560,1024,768),"testamb/wind1",0.4,0.8);
|
|
||||||
AddAmbient((768,1600,1280),"testamb/wind2",0.8,1.6);
|
|
||||||
AddAmbient((3174,1344,128),"testamb/water",0.4,1.6);
|
|
||||||
AddAmbient((1568,1760,64),"testamb/water",0.4,2.4);
|
|
||||||
AddAmbient((2080,1760,64),"testamb/lava",0.8,2.4);
|
|
||||||
AddAmbient((2336,1760,64),"testamb/slime",0.4,2.4);
|
|
||||||
AddAmbient((2944,960,64),"testamb/slime",0.4,2.4);
|
|
||||||
AddAmbient((2944,736,64),"testamb/slime",0.4,2.4);
|
|
||||||
AddAmbient((3584,736,64),"testamb/slime",0.4,2.4);
|
|
||||||
AddAmbient((3584,512,64),"testamb/lava",0.8,2.4);
|
|
||||||
}
|
}
|
||||||
else if ( level.GetChecksum() ~== "0EADB2F82732A968B8513E4DC6138439" )
|
else if ( gameinfo.gametype == GAME_HERETIC )
|
||||||
{
|
{
|
||||||
S_ChangeMusic("Course");
|
|
||||||
TextureID deftex = TexMan.CheckForTexture("-noflat-",TexMan.Type_Any);
|
|
||||||
TextureID skytx = TexMan.CheckForTexture("KGDaySky",TexMan.Type_Any);
|
|
||||||
TextureID baseflor = TexMan.CheckForTexture("rClfFlr0",TexMan.Type_Any);
|
|
||||||
TextureID baseceil = TexMan.CheckForTexture("rClfBas0",TexMan.Type_Any);
|
|
||||||
TextureID basewall = TexMan.CheckForTexture("uAlnWl2b",TexMan.Type_Any);
|
|
||||||
TextureID xbasewall = TexMan.CheckForTexture("xAlnWl2b",TexMan.Type_Any);
|
|
||||||
TextureID glasstex = TexMan.CheckForTexture("Glassg",TexMan.Type_Any);
|
|
||||||
level.ChangeSky(skytx,skytx);
|
|
||||||
for ( int i=0; i<level.sectors.size(); i++ )
|
|
||||||
{
|
|
||||||
level.sectors[i].lightlevel = min(level.sectors[i].lightlevel,96);
|
|
||||||
if ( level.sectors[i].GetPlaneLight(0) ) level.sectors[i].SetPlaneLight(0,96);
|
|
||||||
if ( level.sectors[i].GetPlaneLight(1) ) level.sectors[i].SetPlaneLight(1,96);
|
|
||||||
// open some ceilings
|
|
||||||
if ( level.sectors[i].ceilingplane.ZAtPoint(level.sectors[i].centerspot) == 1280 )
|
|
||||||
level.sectors[i].SetTexture(1,skyflatnum);
|
|
||||||
if ( level.sectors[i].GetTexture(0) == deftex )
|
|
||||||
{
|
|
||||||
level.sectors[i].SetTexture(0,((i==47)||((i>=144)&&(i<=148)))?baseceil:baseflor);
|
|
||||||
level.sectors[i].SetXScale(0,2.);
|
|
||||||
level.sectors[i].SetYScale(0,2.);
|
|
||||||
}
|
|
||||||
if ( level.sectors[i].GetTexture(1) == deftex )
|
|
||||||
{
|
|
||||||
level.sectors[i].SetTexture(1,((i==47)||((i>=144)&&(i<=148)))?baseflor:baseceil);
|
|
||||||
level.sectors[i].SetXScale(1,2.);
|
|
||||||
level.sectors[i].SetYScale(1,2.);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
for ( int i=0; i<level.sides.size(); i++ )
|
|
||||||
{
|
|
||||||
level.sides[i].light = 0;
|
|
||||||
level.sides[i].flags &= ~Side.WALLF_ABSLIGHTING;
|
|
||||||
for ( int j=0; j<3; j++ )
|
|
||||||
{
|
|
||||||
if ( level.sides[i].GetTexture(j) != deftex ) continue;
|
|
||||||
if ( (i==295) || (i==296) || (i==309) || (i==310) )
|
|
||||||
{
|
|
||||||
level.sides[i].SetTexture(j,xbasewall);
|
|
||||||
level.sides[i].SetTextureYOffset(j,-2304);
|
|
||||||
}
|
|
||||||
else level.sides[i].SetTexture(j,basewall);
|
|
||||||
level.sides[i].SetTextureXScale(j,2.);
|
|
||||||
level.sides[i].SetTextureYScale(j,2.);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
// fixup
|
|
||||||
for ( int i=104; i<134; i++ )
|
|
||||||
{
|
|
||||||
if ( (i==107) || (i==110) || (i==116)
|
|
||||||
|| (i==119) || (i==121) || (i==127)
|
|
||||||
|| (i==132) ) continue;
|
|
||||||
level.sectors[i].SetSpecialColor(0,"00 00 00");
|
|
||||||
}
|
|
||||||
level.sectors[53].SetFade("00 00 20");
|
|
||||||
level.sides[216].SetTexture(1,glasstex);
|
|
||||||
level.lines[125].alpha = 0.5;
|
|
||||||
AddLight((0,-288,128),"E0 E0 FF",256);
|
|
||||||
AddLight((-2560,1024,1280),"E0 E0 FF",1024);
|
|
||||||
AddLight((0,1024,1280),"E0 E0 FF",1024);
|
|
||||||
AddLight((2560,1024,1280),"E0 E0 FF",1024);
|
|
||||||
AddLight((-384,-160,64),"FF FF FF",128);
|
|
||||||
AddLight((-384,-288,64),"FF FF FF",128);
|
|
||||||
AddLight((-384,-416,64),"FF FF FF",128);
|
|
||||||
AddLight((0,2816,96),"FF FF FF",512);
|
|
||||||
AddLight((2904,1344,128),"80 80 FF",256);
|
|
||||||
AddLight((3408,1344,128),"80 80 FF",256);
|
|
||||||
AddLight((1568,1760,64),"20 20 80",128);
|
|
||||||
AddLight((1824,1760,64),"A0 A0 30",128);
|
AddLight((1824,1760,64),"A0 A0 30",128);
|
||||||
AddLight((2080,1760,64),"80 80 20",128);
|
AddLight((2080,1760,64),"80 80 20",128);
|
||||||
AddLight((2336,1760,64),"20 20 80",128);
|
AddLight((2336,1760,64),"20 20 80",128);
|
||||||
|
|
@ -3316,6 +3262,18 @@ Class UTMainHandler : EventHandler
|
||||||
AddLight((2944,960,64),"A0 A0 30",128);
|
AddLight((2944,960,64),"A0 A0 30",128);
|
||||||
AddLight((2944,736,64),"A0 A0 30",128);
|
AddLight((2944,736,64),"A0 A0 30",128);
|
||||||
AddLight((3264,960,64),"A0 A0 30",128);
|
AddLight((3264,960,64),"A0 A0 30",128);
|
||||||
|
}
|
||||||
|
AddLight((3264,736,64),"A0 A0 30",128);
|
||||||
|
if ( gameinfo.gametype == GAME_DOOM )
|
||||||
|
{
|
||||||
|
AddLight((3264,512,64),"80 80 20",128);
|
||||||
|
AddLight((3584,960,64),"80 80 20",128);
|
||||||
|
AddLight((3584,736,64),"20 FF 20",128);
|
||||||
|
AddLight((3584,512,64),"FF 80 20",128);
|
||||||
|
AddLight((3584,288,64),"FF 80 FF",128);
|
||||||
|
}
|
||||||
|
else if ( gameinfo.gametype == GAME_HERETIC )
|
||||||
|
{
|
||||||
AddLight((3264,736,64),"A0 A0 30",128);
|
AddLight((3264,736,64),"A0 A0 30",128);
|
||||||
AddLight((3264,512,64),"A0 A0 30",128);
|
AddLight((3264,512,64),"A0 A0 30",128);
|
||||||
AddLight((3264,288,64),"FF 80 20",128);
|
AddLight((3264,288,64),"FF 80 20",128);
|
||||||
|
|
@ -3323,18 +3281,29 @@ Class UTMainHandler : EventHandler
|
||||||
AddLight((3584,736,64),"80 80 20",128);
|
AddLight((3584,736,64),"80 80 20",128);
|
||||||
AddLight((3584,512,64),"FF 80 20",128);
|
AddLight((3584,512,64),"FF 80 20",128);
|
||||||
AddLight((3584,288,64),"A0 A0 30",128);
|
AddLight((3584,288,64),"A0 A0 30",128);
|
||||||
AddAmbient((0,-288,192),"testamb/wind1",0.5,1.6);
|
}
|
||||||
AddAmbient((-2560,1024,768),"testamb/wind1",0.4,0.8);
|
AddAmbient((0,-288,192),"testamb/wind1",0.5,1.6);
|
||||||
AddAmbient((0,1024,768),"testamb/wind1",0.4,0.8);
|
AddAmbient((-2560,1024,768),"testamb/wind1",0.4,0.8);
|
||||||
AddAmbient((2560,1024,768),"testamb/wind1",0.4,0.8);
|
AddAmbient((0,1024,768),"testamb/wind1",0.4,0.8);
|
||||||
AddAmbient((768,1600,1280),"testamb/wind2",0.8,1.6);
|
AddAmbient((2560,1024,768),"testamb/wind1",0.4,0.8);
|
||||||
AddAmbient((3174,1344,128),"testamb/water",0.4,1.6);
|
AddAmbient((768,1600,1280),"testamb/wind2",0.8,1.6);
|
||||||
AddAmbient((1568,1760,64),"testamb/water",0.4,2.4);
|
AddAmbient((3174,1344,128),"testamb/water",0.4,1.6);
|
||||||
|
AddAmbient((1568,1760,64),"testamb/water",0.4,2.4);
|
||||||
|
if ( gameinfo.gametype == GAME_DOOM )
|
||||||
|
{
|
||||||
|
AddAmbient((2080,1760,64),"testamb/lava",0.8,2.4);
|
||||||
|
AddAmbient((2336,1760,64),"testamb/slime",0.4,2.4);
|
||||||
|
AddAmbient((2944,960,64),"testamb/slime",0.4,2.4);
|
||||||
|
AddAmbient((2944,736,64),"testamb/slime",0.4,2.4);
|
||||||
|
AddAmbient((3584,736,64),"testamb/slime",0.4,2.4);
|
||||||
|
}
|
||||||
|
else if ( gameinfo.gametype == GAME_HERETIC )
|
||||||
|
{
|
||||||
AddAmbient((2336,1760,64),"testamb/water",0.4,2.4);
|
AddAmbient((2336,1760,64),"testamb/water",0.4,2.4);
|
||||||
AddAmbient((2592,1760,64),"testamb/lava",0.8,2.4);
|
AddAmbient((2592,1760,64),"testamb/lava",0.8,2.4);
|
||||||
AddAmbient((3584,512,64),"testamb/lava",0.8,2.4);
|
|
||||||
AddAmbient((3264,288,64),"testamb/lava",0.8,2.4);
|
AddAmbient((3264,288,64),"testamb/lava",0.8,2.4);
|
||||||
}
|
}
|
||||||
|
AddAmbient((3584,512,64),"testamb/lava",0.8,2.4);
|
||||||
}
|
}
|
||||||
|
|
||||||
override void WorldThingSpawned( WorldEvent e )
|
override void WorldThingSpawned( WorldEvent e )
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue