Merge branch 'master' into hitowner
This commit is contained in:
commit
9dbe721e17
16 changed files with 459 additions and 73 deletions
53
cvarinfo.txt
53
cvarinfo.txt
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@ -1,24 +1,29 @@
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user int flak_protomenu = 0;
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user bool flak_showmenu = true;
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server bool flak_pulsereload = false;
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server bool flak_enforcerreload = false;
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user bool flak_redeemerreadout = true;
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user int flak_colorprefs = 2;
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user color flak_colorcustom = "00 80 ff";
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user int flak_opacity = 15; // UT's opacity is 1 <-> 16 in steps of 1 (default 15)
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// 16 means fully opaque, everything else is just additive with gradually lowering alpha
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// status is never fully opaque (clamped under 16)
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// currently selected weapon and numbers are fully opaque until 8 opacity (their opacity is bumped by 7 basically)
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user bool flak_showweapons = true; // if disabled, frags and ammo are shown centered, with a gap for armor and health
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user bool flak_showstatus = true; // if disabled armor and health show on the top right (or center between frags and ammo if weapon display is disabled)
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user bool flak_showammo = true;
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user bool flak_showfrags = true;
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user bool flak_showinfo = true;
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user float flak_hudsize = 1.0; // 0.2 <-> 1.0 in steps of 0.2 (default 1.0)
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user float flak_weaponsize = 0.8; // 0.2 <-> 1.0 in steps of 0.2 (default 0.8)
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user float flak_statussize = 1.0; // 0.5 <-> 1.5 in steps of 0.1 (default 1.0)
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user bool flak_footsteps = true;
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server bool flak_translocator = false;
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user bool flak_noswitchdeemer = true; // don't switch to redeemer when out of ammo
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user bool flak_deemershader = false;
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server bool flak_classicsshock = false; // classic enhanced shock rifle (no altfire, beams don't have splash damage)
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user int flak_protomenu = 0; // version of main menu (0: final, 1: 22x betas, 2: same as 1, but with extended menu music)
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user bool flak_showmenu = true; // show the UT main menu background whenever the menu is open
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server bool flak_pulsereload = false; // pulsegun can reload (features unused animation from early versions)
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server bool flak_enforcerreload = false; // enforcer can reload
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user bool flak_redeemerreadout = true; // enable target readout, may cause slowdowns on weak CPUs
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user int flak_colorprefs = 2; // 0: team color, 1: player color, 2: custom color
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user color flak_colorcustom = "00 80 ff"; // custom hud color
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user int flak_opacity = 15; // UT's opacity is 1 <-> 16 in steps of 1 (default 15)
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// 16 means fully opaque, everything else is just additive with gradually lowering alpha
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// status is never fully opaque (clamped under 16)
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// currently selected weapon and numbers are fully opaque until 8 opacity (their opacity is bumped by 7 basically)
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user bool flak_showweapons = true; // if disabled, frags and ammo are shown centered, with a gap for armor and health
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user bool flak_showstatus = true; // if disabled armor and health show on the top right (or center between frags and ammo if weapon display is disabled)
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user bool flak_showammo = true; // show ammo counters
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user bool flak_showfrags = true; // show kill/frag count
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user bool flak_showinfo = true; // show name of aimed at player in mp (and their health if in coop or same team)
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user float flak_hudsize = 1.0; // 0.2 <-> 1.0 in steps of 0.2 (default 1.0)
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user float flak_weaponsize = 0.8; // 0.2 <-> 1.0 in steps of 0.2 (default 0.8)
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user float flak_statussize = 1.0; // 0.5 <-> 1.5 in steps of 0.1 (default 1.0)
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user bool flak_footsteps = true; // players make footstep sounds
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server bool flak_translocator = false; // translocator is enabled (hello, sequence breaking)
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user bool flak_noswitchdeemer = true; // don't switch to redeemer when out of ammo
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user bool flak_deemershader = false; // fancy blur/grain/tint shader
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server bool flak_classicsshock = false; // classic enhanced shock rifle (no altfire, beams don't have splash damage)
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server bool flak_utmovement = false; // emulate UE1's air/ground movement physics
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server bool flak_doomspeed = false; // keep Doomguy run speed when using UT movement
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server bool flak_doomaircontrol = false; // keep Doom's limited air control when using UT movement
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server bool flak_nobosstelefrag = false; // disable telefragging of boss monsters (useful when translocator is enabled)
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server bool flak_nowalkdrop = false; // don't drop off ledges while holding walk key (glitchy)
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Binary file not shown.
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@ -27,9 +27,17 @@ OptionMenu "UTOptionMenu"
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Option "No Redeemer Autoswitch", "flak_noswitchdeemer", "YesNo"
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Option "Classic Enh. Shock Rifle", "flak_classicsshock", "YesNo"
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StaticText " "
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StaticText "Translocator (Potentially Game-Breaking)", "Gold"
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Option "Prevent Boss Telefrag", "flak_nobosstelefrag", "YesNo"
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Option "Enable Translocator", "flak_translocator", "YesNo"
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Command "Apply Changes", "event refreshtrans"
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StaticText " "
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StaticText "Player Options", "Gold"
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Option "Enable UT Movement", "flak_utmovement", "YesNo"
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Option "Doom Player Speed", "flak_doomspeed", "YesNo", "flak_utmovement"
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Option "Doom Air Control", "flak_doomaircontrol", "YesNo", "flak_utmovement"
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Option "Walk Disables Dropoff (Glitchy)", "flak_nowalkdrop", "YesNo", "flak_utmovement"
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StaticText " "
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StaticText "HUD Options", "Gold"
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Option "Show Weapon Bar", "flak_showweapons", "YesNo"
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Option "Show Status Doll", "flak_showstatus", "YesNo"
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@ -26,10 +26,10 @@ Model "FlakSlug"
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Path "models"
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Model 0 "flakslugm_d.3d"
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Skin 0 "jflakslugel1.png"
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Scale 0.048 0.048 0.04
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Scale 0.048 0.04 0.04
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AngleOffset 180
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PitchOffset 90
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PITCHFROMMOMENTUM
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USEACTORPITCH
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FrameIndex FSLG A 0 0
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}
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@ -33,7 +33,8 @@ $playeralias player male *pain75 ut/malepain2
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$playeralias player male *pain50 ut/malepain3
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$playeralias player male *pain25 ut/malepain4
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$playeralias player male *grunt ut/malegrunt
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$playeralias player male *land ut/land
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$playeralias player male *land DSEMPTY
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$playeralias player male *uland ut/land
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$playeralias player male *jump ut/malejump
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$playeralias player male *usefail ut/malehump
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$playeralias player male *surface ut/malesurface
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@ -74,7 +75,8 @@ $playeralias player female *pain75 ut/femalepain2
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$playeralias player female *pain50 ut/femalepain3
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$playeralias player female *pain25 ut/femalepain4
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$playeralias player female *grunt ut/femalegrunt
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$playeralias player female *land ut/land
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$playeralias player female *land DSEMPTY
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$playeralias player female *uland ut/land
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$playeralias player female *jump ut/femalejump
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$playeralias player female *usefail ut/femalegrunt
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$playeralias player female *surface ut/femalesurf
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@ -108,6 +110,7 @@ misc/chat2 newbeep
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misc/teleport resp2a
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misc/ut_keg utsuperh
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misc/ut_heal uthealth
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$volume misc/ut_heal 0.7 // a bit too loud otherwise
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misc/ut_shard shardpck
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misc/ut_armor armorut
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belt/pickup beltsnd
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@ -412,8 +412,8 @@ Class BioGel : Actor
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s.args[3] = int(s.args[3]*Scale.x);
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invoker.deadtimer = -2;
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if ( invoker.atline ) invoker.atline.RemoteActivate(target,invoker.atside,SPAC_Impact,pos);
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UTMainHandler.DoBlast(self,Min(250,int(Scale.x*75)),20000*Scale.x);
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A_Explode(int(Random[GES](18,26)*Scale.x),Min(250,int(Scale.x*75)));
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UTMainHandler.DoBlast(self,Min(175,int(Scale.x*50)),20000*Scale.x);
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A_Explode(int(Random[GES](18,26)*Scale.x),Min(175,int(Scale.x*50)));
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A_PlaySound("ges/explode",CHAN_VOICE);
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int numpt = Min(300,int(Scale.x*30))+Random[GES](-10,10);
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for ( int i=0; i<numpt; i++ )
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@ -27,6 +27,7 @@ Class UTRocketAmmo2 : UTRocketAmmo
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Inventory.PickupMessage "You picked up a Single Rocket.";
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Inventory.Amount 1;
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Ammo.DropAmount 1;
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+INVENTORY.IGNORESKILL;
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}
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States
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{
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@ -102,13 +103,15 @@ Class RocketExplLight : SlugLight
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Class UTRocket : Actor
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{
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Vector3 InitialDir, Acceleration;
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int ticcnt;
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Default
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{
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Obituary "%o was smacked down by %k's Rocket Launcher.";
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DamageType 'RocketDeath';
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Radius 2;
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Height 2;
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Speed 18;
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Speed 20;
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PROJECTILE;
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+SKYEXPLODE;
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+EXPLODEONWATER;
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@ -122,12 +125,14 @@ Class UTRocket : Actor
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let l = Spawn("UTRocketTrail",pos);
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l.target = self;
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A_PlaySound("utrl/fly",CHAN_VOICE,1.0,true,2.5);
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if ( tracer ) vel *= 0.9;
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Acceleration = vel.unit()*50;
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}
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action void A_RocketExplode( int dmg, int rad )
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{
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bFORCEXYBILLBOARD = true;
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A_SetRenderStyle(1.0,STYLE_Add);
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A_SprayDecal("RocketBlast",150);
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A_SprayDecal("RocketBlast",50);
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A_NoGravity();
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A_SetScale(0.75);
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UTMainHandler.DoBlast(self,rad,80000);
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@ -159,17 +164,38 @@ Class UTRocket : Actor
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s.scale *= FRandom[Eightball](0.9,2.7);
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}
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}
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action void A_RocketSeek()
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{
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if ( invoker.InitialDir.length() < double.epsilon ) invoker.InitialDir = vel.unit();
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if ( tracer && (tracer != target) )
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{
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Vector3 SeekingDir = level.Vec3Diff(pos,tracer.Vec3Offset(0,0,tracer.height/2)).unit();
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if ( SeekingDir dot invoker.InitialDir > 0 )
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{
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double MagnitudeVel = Vel.length();
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SeekingDir = (SeekingDir*0.5*MagnitudeVel+Vel).unit();
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Vel = MagnitudeVel * SeekingDir;
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invoker.Acceleration = 25 * SeekingDir;
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}
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}
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}
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States
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{
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Spawn:
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RCKT B 1
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{
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A_SetRoll(roll+30,SPF_INTERPOLATE);
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if ( invoker.ticcnt++ > 3 )
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{
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invoker.ticcnt = 0;
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A_RocketSeek();
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}
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vel += invoker.Acceleration/TICRATE;
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if ( vel.length() > 45. ) vel = Vel.unit()*45.;
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Vector3 dir = vel.unit();
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if ( waterlevel <= 0 ) vel = dir*min(vel.length()+1,32);
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A_SetAngle(atan2(dir.y,dir.x),SPF_INTERPOLATE);
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A_SetPitch(asin(-dir.z),SPF_INTERPOLATE);
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if ( tracer ) A_SeekerMissile(0,2,SMF_PRECISE);
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for ( int i=0; i<3; i++ )
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{
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let s = Spawn("UTSmoke",pos);
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@ -179,7 +205,7 @@ Class UTRocket : Actor
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}
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Wait;
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Death:
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TNT1 A 0 A_RocketExplode(Random[Eightball](90,120),220);
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TNT1 A 0 A_RocketExplode(Random[Eightball](90,120),160);
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SSMX ABCDEFGHIJ 2 Bright;
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Stop;
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}
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@ -233,7 +259,7 @@ Class UTGrenade : UTRocket
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}
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Goto Spawn;
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Death:
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TNT1 A 0 A_RocketExplode(Random[Eightball](100,150),200);
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TNT1 A 0 A_RocketExplode(Random[Eightball](100,150),140);
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Goto Super::Death+1;
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}
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}
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@ -29,13 +29,17 @@ Class FlakAmmo : Ammo
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Default
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{
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Tag "Flak Shells";
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Inventory.PickupMessage "You picked up 10 Flak Shells.";
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Inventory.PickupMessage "You picked up %d Flak Shells.";
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Inventory.Amount 10;
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Inventory.MaxAmount 50;
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Ammo.BackpackAmount 20;
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Ammo.BackpackMaxAmount 100;
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Ammo.DropAmount 5;
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}
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override String PickupMessage()
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{
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return String.Format(pickupmsg,Amount);
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}
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States
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{
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Spawn:
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@ -52,6 +56,7 @@ Class FlakAmmo2 : FlakAmmo
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Inventory.PickupMessage "You picked up a Flak Shell.";
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Inventory.Amount 1;
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Ammo.DropAmount 1;
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+INVENTORY.IGNORESKILL;
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}
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States
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{
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@ -143,10 +148,10 @@ Class FlakChunk : Actor
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DamageType 'Shredded';
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BounceType "Doom";
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BounceFactor 0.8;
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WallBounceFactor 0.8;
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PROJECTILE;
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+USEBOUNCESTATE;
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-BOUNCEAUTOOFF;
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+BOUNCEAUTOOFFFLOORONLY;
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+CANBOUNCEWATER;
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+SKYEXPLODE;
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Scale 0.3;
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@ -225,9 +230,10 @@ Class FlakChunk : Actor
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invoker.rollvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
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invoker.pitchvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
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invoker.yawvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
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vel = (vel.unit()+(FRandom[Flak](-0.4,0.4),FRandom[Flak](-0.4,0.4),FRandom[Flak](-0.4,0.4))).unit()*vel.length();
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vel = (vel.unit()+(FRandom[Flak](-0.2,0.2),FRandom[Flak](-0.2,0.2),FRandom[Flak](-0.2,0.2))).unit()*vel.length();
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A_PlaySound("flak/bounce",volume:0.3);
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A_AlertMonsters();
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bBOUNCEAUTOOFFFLOORONLY = true;
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if ( vel.length() < 4.0 ) ExplodeMissile();
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}
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override int DoSpecialDamage( Actor target, int damage, Name damagetype )
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@ -383,12 +389,12 @@ Class FlakSlug : Actor
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{
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bForceXYBillboard = true;
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A_SetRenderStyle(1.0,STYLE_Add);
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A_SprayDecal("RocketBlast",150);
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A_SprayDecal("RocketBlast",50);
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A_NoGravity();
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A_SetScale(1.2);
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UTMainHandler.DoBlast(self,150,75000);
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A_Explode(Random[Flak](70,80),150);
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A_QuakeEx(4,4,4,8,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:150,rollIntensity:0.2);
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UTMainHandler.DoBlast(self,120,75000);
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A_Explode(Random[Flak](70,80),120);
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A_QuakeEx(4,4,4,8,0,170,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollIntensity:0.2);
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A_PlaySound("flak/explode",CHAN_VOICE);
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A_AlertMonsters();
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if ( !Tracer ) Spawn("SlugSmoke",pos);
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|
|
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|||
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@ -28,7 +28,6 @@ Class UTHealthBox : Health replaces Medikit
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Tag "Health Box";
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Inventory.Amount 50;
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||||
Inventory.PickupMessage "You picked up a Health Box.";
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Health.LowMessage 25,"You picked up a Health Box that you REALLY need!";
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Inventory.PickupSound "misc/ut_heal";
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}
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||||
States
|
||||
|
|
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|||
|
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@ -30,13 +30,17 @@ Class MiniAmmo : Ammo
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Default
|
||||
{
|
||||
Tag "Large Bullets";
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Inventory.PickupMessage "You picked up 50 bullets.";
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Inventory.PickupMessage "You picked up %d bullets.";
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Inventory.Amount 50;
|
||||
Inventory.MaxAmount 200;
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Ammo.BackpackAmount 100;
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||||
Ammo.BackpackMaxAmount 400;
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||||
Ammo.DropAmount 20;
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||||
}
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||||
override String PickupMessage()
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||||
{
|
||||
return String.Format(pickupmsg,Amount);
|
||||
}
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||||
States
|
||||
{
|
||||
Spawn:
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||||
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|
@ -102,7 +106,7 @@ Class Minigun : UTWeapon
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A_Overlay(-2,"MuzzleFlash",true);
|
||||
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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A_OverlayRenderstyle(-2,STYLE_Add);
|
||||
if ( (alt && (invoker.bcnt++ < 3)) || (invoker.bcnt++ < 5) ) return;
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if ( (alt && (invoker.bcnt++ < 2)) || (invoker.bcnt++ < 4) ) return;
|
||||
invoker.bcnt = 0;
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||||
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
|
||||
invoker.FireEffect();
|
||||
|
|
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|||
|
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@ -52,13 +52,18 @@ Class DamageAmplifier : Powerup
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|||
Powerup.Color "EE00FF", 0.15;
|
||||
}
|
||||
|
||||
override void BeginPlay()
|
||||
{
|
||||
Super.BeginPlay();
|
||||
if ( deathmatch ) EffectTics /= 2;
|
||||
}
|
||||
|
||||
override void InitEffect()
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||||
{
|
||||
Super.InitEffect();
|
||||
l = Spawn("DamageAmpLight",Owner.pos);
|
||||
l.target = Owner;
|
||||
l.master = self;
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||||
if ( deathmatch ) EffectTics /= 2;
|
||||
}
|
||||
|
||||
override void DoEffect()
|
||||
|
|
@ -197,11 +202,16 @@ Class PowerUTInvisibility : PowerInvisibility
|
|||
{
|
||||
Default
|
||||
{
|
||||
Powerup.Duration -80;
|
||||
Powerup.Duration -100;
|
||||
Powerup.Strength 90;
|
||||
Powerup.Mode "Additive";
|
||||
Powerup.Color "FFFFFF", 0.1;
|
||||
}
|
||||
override void BeginPlay()
|
||||
{
|
||||
Super.BeginPlay();
|
||||
if ( deathmatch ) EffectTics /= 2;
|
||||
}
|
||||
override void EndEffect()
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||||
{
|
||||
Super.EndEffect();
|
||||
|
|
|
|||
|
|
@ -58,7 +58,7 @@ Class Razor2 : Actor
|
|||
Radius 2;
|
||||
Height 2;
|
||||
Speed 40; // should be 26 but it looks way too slow
|
||||
DamageFunction Random[Ripper](30,40);
|
||||
DamageFunction (Random[Ripper](30,40)*((DamageType=='Decapitated')?3.5:1.0));
|
||||
DamageType 'Ripper';
|
||||
Obituary "%k ripped a chunk of meat out of %o with the Ripper.";
|
||||
BounceType "Doom";
|
||||
|
|
@ -84,12 +84,11 @@ Class Razor2 : Actor
|
|||
}
|
||||
override int SpecialMissileHit( Actor victim )
|
||||
{
|
||||
if ( pos.z > victim.pos.z+victim.height*0.8 ) DamageType = 'Decapitated';
|
||||
if ( pos.z > victim.pos.z+victim.height*0.75 ) DamageType = 'Decapitated';
|
||||
return -1;
|
||||
}
|
||||
override int DoSpecialDamage( Actor target, int damage, Name damagetype )
|
||||
{
|
||||
if ( pos.z > target.pos.z+target.height*0.8 ) damage *= 2;
|
||||
if ( !target.bNOBLOOD )
|
||||
{
|
||||
target.SpawnBlood(pos,AngleTo(target),damage);
|
||||
|
|
@ -202,9 +201,9 @@ Class Razor2Alt : Razor2
|
|||
Spawn("Razor2AltLight",pos);
|
||||
A_AlertMonsters();
|
||||
A_SprayDecal("RazorBlast",20);
|
||||
UTMainHandler.DoBlast(self,120,87000);
|
||||
A_Explode(Random[Ripper](30,50),180,damagetype:'RipperAltDeath');
|
||||
A_QuakeEx(3,3,3,10,0,180,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollIntensity:0.1);
|
||||
UTMainHandler.DoBlast(self,90,87000);
|
||||
A_Explode(Random[Ripper](30,50),90,damagetype:'RipperAltDeath');
|
||||
A_QuakeEx(3,3,3,10,0,140,"",QF_RELATIVE|QF_SCALEDOWN,falloff:90,rollIntensity:0.1);
|
||||
int numpt = Random[Ripper](10,20);
|
||||
Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
|
||||
for ( int i=0; i<numpt; i++ )
|
||||
|
|
|
|||
|
|
@ -619,10 +619,10 @@ Class SuperShockBeam : Actor
|
|||
Spawn("SuperShockBeamLight",pos);
|
||||
if ( !CVar.GetCVar('flak_classicsshock').GetBool() )
|
||||
{
|
||||
UTMainHandler.DoBlast(self,90,60000);
|
||||
A_Explode(Random[ASMD](500,800),90);
|
||||
UTMainHandler.DoBlast(self,50,60000);
|
||||
A_Explode(Random[ASMD](500,800),50);
|
||||
}
|
||||
A_QuakeEx(6,6,6,5,0,200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:90,rollIntensity:0.2);
|
||||
A_QuakeEx(6,6,6,5,0,100,"",QF_RELATIVE|QF_SCALEDOWN,falloff:50,rollIntensity:0.2);
|
||||
A_PlaySound("shock/hit",CHAN_VOICE,attenuation:0.5);
|
||||
A_PlaySound("sshock/blast",CHAN_6,attenuation:0.5);
|
||||
A_AlertMonsters();
|
||||
|
|
@ -1115,9 +1115,9 @@ Class EnhancedShockAmmo : Ammo
|
|||
{
|
||||
int ticcnt;
|
||||
|
||||
override void PostBeginPlay()
|
||||
override void BeginPlay()
|
||||
{
|
||||
Super.PostBeginPlay();
|
||||
Super.BeginPlay();
|
||||
if ( deathmatch )
|
||||
{
|
||||
MaxAmount /= 2;
|
||||
|
|
@ -1167,7 +1167,6 @@ Class EnhancedShockRifle : UTWeapon replaces InvulnerabilitySphere
|
|||
override void PostBeginPlay()
|
||||
{
|
||||
Super.PostBeginPlay();
|
||||
if ( deathmatch ) AmmoGive1 /= 2;
|
||||
}
|
||||
action void A_SShockFire()
|
||||
{
|
||||
|
|
@ -1266,6 +1265,7 @@ Class EnhancedShockRifle : UTWeapon replaces InvulnerabilitySphere
|
|||
+WEAPON.AMMO_OPTIONAL;
|
||||
+WEAPON.ALT_AMMO_OPTIONAL;
|
||||
+WEAPON.CHEATNOTWEAPON;
|
||||
+INVENTORY.IGNORESKILL;
|
||||
}
|
||||
States
|
||||
{
|
||||
|
|
|
|||
|
|
@ -26,6 +26,7 @@ Class RifleAmmo2 : RifleAmmo
|
|||
Inventory.PickupMessage "You got a Rifle Round.";
|
||||
Inventory.Amount 1;
|
||||
Ammo.DropAmount 1;
|
||||
+INVENTORY.IGNORESKILL;
|
||||
}
|
||||
States
|
||||
{
|
||||
|
|
|
|||
|
|
@ -2,15 +2,30 @@ Class UTPlayer : DoomPlayer
|
|||
{
|
||||
bool lastground;
|
||||
double lastvelz, prevvelz;
|
||||
transient CVar footsteps;
|
||||
transient CVar footsteps, utmovement, doomspeed, doomaircontrol, nowalkdrop;
|
||||
Vector2 acceleration;
|
||||
Vector3 acceleration3;
|
||||
int last_fm, last_sm;
|
||||
int last_fm_tap, last_sm_tap;
|
||||
int last_tap_fm, last_tap_sm;
|
||||
int last_jump_held;
|
||||
|
||||
const groundspeed = 400.;
|
||||
const accelrate = 2048.;
|
||||
const walkfactor = 0.3;
|
||||
const utaircontrol = 0.35;
|
||||
const groundspeed_doomish = 600.;
|
||||
const fluidfriction = 1.2;
|
||||
const terminalvelocity = 2500.;
|
||||
|
||||
Default
|
||||
{
|
||||
Player.StartItem "Enforcer";
|
||||
Player.StartItem "ImpactHammer";
|
||||
Player.StartItem "MiniAmmo", 30;
|
||||
Player.DamageScreenColor "FF 00 00", 1.0;
|
||||
Player.DamageScreenColor "FF 00 00";
|
||||
Player.ViewHeight 46;
|
||||
Player.GruntSpeed 20;
|
||||
}
|
||||
|
||||
// Have to modify the give cheat to handle UT armor
|
||||
|
|
@ -170,20 +185,249 @@ Class UTPlayer : DoomPlayer
|
|||
if ( !footsteps ) footsteps = CVar.GetCVar('flak_footsteps',players[consoleplayer]);
|
||||
if ( !footsteps.GetBool() ) return;
|
||||
double ang = level.time/(20*TICRATE/35.)*360.;
|
||||
if ( (abs(sin(ang)) >= 1.0) && player.onground && (player.cmd.forwardmove || player.cmd.sidemove) && (waterlevel < 3) )
|
||||
bool forcefootstep = false;
|
||||
if ( player.onground && !bNoGravity && !lastground && (waterlevel < 3) )
|
||||
{
|
||||
if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid && !bOnMobj ) A_PlaySound("ut/playerfootstepwet",CHAN_5,abs(vel.xy.length())*0.03);
|
||||
else A_PlaySound("ut/playerfootstep",CHAN_5,abs(vel.xy.length())*0.03);
|
||||
player.jumptics = 0;
|
||||
if ( lastvelz < -4 )
|
||||
{
|
||||
double vol = clamp((-lastvelz-4)*0.05,0.01,1.0);
|
||||
if ( ((waterlevel > 0) || GetFloorTerrain().IsLiquid) && !bOnMobj ) A_PlaySound("ut/wetsplash",CHAN_AUTO,vol);
|
||||
else A_PlaySound("*uland",CHAN_AUTO,vol);
|
||||
}
|
||||
else forcefootstep = true;
|
||||
}
|
||||
if ( player.onground && !bNoGravity && !lastground && (lastvelz < -4) && (lastvelz >= -8) && (waterlevel < 3) )
|
||||
if ( forcefootstep || ((abs(sin(ang)) >= 1.0) && player.onground && (player.cmd.forwardmove || player.cmd.sidemove) && (waterlevel < 3)) )
|
||||
{
|
||||
if ( ((waterlevel > 0) || GetFloorTerrain().IsLiquid) && !bOnMobj ) A_PlaySound("ut/wetsplash",CHAN_AUTO,abs(lastvelz*0.03));
|
||||
else A_PlaySound("*land",CHAN_AUTO,abs(lastvelz*0.03));
|
||||
double vol = abs(vel.xy.length())*0.03;
|
||||
if ( forcefootstep ) vol = clamp(-lastvelz*0.05,0.01,1.0);
|
||||
if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid && !bOnMobj ) A_PlaySound("ut/playerfootstepwet",CHAN_5,vol);
|
||||
else A_PlaySound("ut/playerfootstep",CHAN_5,vol);
|
||||
}
|
||||
lastground = player.onground;
|
||||
lastvelz = prevvelz;
|
||||
prevvelz = vel.z;
|
||||
}
|
||||
|
||||
double FrictionToUnreal()
|
||||
{
|
||||
double fin = GetFriction();
|
||||
if ( fin >= 1.0 ) return 0.0;
|
||||
return 734.2969*fin*fin-1485.0868*fin+750.7899;
|
||||
}
|
||||
|
||||
override void MovePlayer()
|
||||
{
|
||||
if ( !utmovement ) utmovement = CVar.GetCVar('flak_utmovement');
|
||||
if ( !doomspeed ) doomspeed = CVar.GetCVar('flak_doomspeed');
|
||||
if ( !doomaircontrol ) doomaircontrol = CVar.GetCVar('flak_doomaircontrol');
|
||||
if ( !nowalkdrop ) nowalkdrop = CVar.GetCVar('flak_nowalkdrop');
|
||||
bNODROPOFF = false;
|
||||
if ( !utmovement.GetBool() )
|
||||
{
|
||||
Super.MovePlayer();
|
||||
return;
|
||||
}
|
||||
UserCmd cmd = player.cmd;
|
||||
if ( player.turnticks )
|
||||
{
|
||||
player.turnticks--;
|
||||
Angle += (180./TURN180_TICKS);
|
||||
}
|
||||
else Angle += cmd.yaw*(360./65536.);
|
||||
player.onground = (pos.z <= floorz) || bOnMobj || bMBFBouncer || (player.cheats & CF_NOCLIP2);
|
||||
double friction = FrictionToUnreal();
|
||||
double fs = TweakSpeeds(1.0,0.0);
|
||||
if ( !doomspeed.GetBool() )
|
||||
{
|
||||
if ( cmd.buttons&BT_SPEED ) fs *= walkfactor;
|
||||
}
|
||||
else fs *= max(abs(cmd.forwardmove/12800.),abs(cmd.sidemove/10240.));
|
||||
if ( CanCrouch() && (player.crouchfactor != -1) ) fs *= player.crouchfactor;
|
||||
acceleration = rotatevector((cmd.forwardmove,-cmd.sidemove),angle);
|
||||
Vector2 dodge = (0,0);
|
||||
int fm = cmd.forwardmove;
|
||||
int sm = cmd.sidemove;
|
||||
if ( fm )
|
||||
{
|
||||
int clk = abs(gametic-last_fm_tap);
|
||||
if ( (clk < 8) && (last_fm*fm == 0) && (last_tap_fm*fm>0) )
|
||||
dodge += RotateVector((fm,0),angle).unit();
|
||||
if ( !last_fm && (last_jump_held < gametic-1) )
|
||||
{
|
||||
last_fm_tap = gametic;
|
||||
last_tap_fm = fm;
|
||||
}
|
||||
}
|
||||
last_fm = fm;
|
||||
if ( sm )
|
||||
{
|
||||
int clk = abs(gametic-last_sm_tap);
|
||||
if ( (clk < 8) && (last_sm*sm == 0) && (last_tap_sm*sm>0) )
|
||||
dodge += RotateVector((0,-sm),angle).unit();
|
||||
if ( !last_sm && (last_jump_held < gametic-1) )
|
||||
{
|
||||
last_sm_tap = gametic;
|
||||
last_tap_sm = sm;
|
||||
}
|
||||
}
|
||||
last_sm = sm;
|
||||
if ( player.onground )
|
||||
{
|
||||
if ( !bNoGravity && !waterlevel && (dodge.length() > 0) )
|
||||
{
|
||||
if ( doomspeed.GetBool() ) vel += dodge.unit()*(groundspeed_doomish*1.5)/TICRATE;
|
||||
else vel += dodge.unit()*(groundspeed*1.5)/TICRATE;
|
||||
vel.z += jumpz*0.5;
|
||||
bOnMobj = false;
|
||||
if ( !(player.cheats&CF_PREDICTING) )
|
||||
A_PlaySound("*jump",CHAN_BODY);
|
||||
if ( player.cheats & CF_REVERTPLEASE )
|
||||
{
|
||||
player.cheats &= ~CF_REVERTPLEASE;
|
||||
player.camera = player.mo;
|
||||
}
|
||||
player.vel *= 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( nowalkdrop.GetBool() )
|
||||
bNODROPOFF = ((acceleration.length() > double.epsilon) && (cmd.buttons&BT_SPEED));
|
||||
// Hook in Unreal physics
|
||||
Vector2 dir = (0,0);
|
||||
if ( vel.xy.length() > double.epsilon ) dir = vel.xy.unit();
|
||||
if ( acceleration.length() <= double.epsilon )
|
||||
{
|
||||
Vector2 oldvel = vel.xy;
|
||||
vel.xy = vel.xy - (2 * dir) * vel.xy.length() * friction/TICRATE;
|
||||
if ( oldvel dot vel.xy < 0.0 ) vel.xy *= 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector2 acceldir = acceleration.unit();
|
||||
acceleration = acceldir * Min(acceleration.length(), accelrate/TICRATE);
|
||||
vel.xy = vel.xy - (dir - acceldir) * vel.xy.length() * friction/TICRATE;
|
||||
}
|
||||
vel.xy = vel.xy + acceleration/TICRATE;
|
||||
double maxvel;
|
||||
if ( doomspeed.GetBool() ) maxvel = (groundspeed_doomish*fs)/TICRATE;
|
||||
else maxvel = (groundspeed*fs)/TICRATE;
|
||||
double doomfriction = clamp(GetFriction()/ORIG_FRICTION,0.0,1.0);
|
||||
maxvel *= doomfriction;
|
||||
if ( vel.xy.length() > maxvel ) vel.xy = vel.xy.unit()*maxvel;
|
||||
if ( !(player.cheats & CF_PREDICTING) )
|
||||
{
|
||||
if ( acceleration.length() <= double.epsilon ) PlayIdle();
|
||||
else PlayRunning();
|
||||
}
|
||||
player.vel = vel.xy;
|
||||
}
|
||||
}
|
||||
else if ( !bNoGravity && !waterlevel )
|
||||
{
|
||||
// air acceleration when falling
|
||||
float maxaccel = accelrate/TICRATE;
|
||||
if ( vel.xy.length() < (40./TICRATE) )
|
||||
maxaccel += (40.-vel.xy.length())/TICRATE;
|
||||
if ( acceleration.length() > maxaccel )
|
||||
acceleration = acceleration.unit()*maxaccel;
|
||||
Vector2 dir = (0,0);
|
||||
if ( vel.xy.length() > double.epsilon ) dir = vel.xy.unit();
|
||||
if ( acceleration.length() <= double.epsilon )
|
||||
{
|
||||
Vector2 oldvel = vel.xy;
|
||||
vel.xy = vel.xy - (2 * dir) * vel.xy.length() * fluidfriction/TICRATE;
|
||||
if ( oldvel dot vel.xy < 0.0 ) vel.xy *= 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector2 acceldir = acceleration.unit();
|
||||
acceleration = acceldir * Min(acceleration.length(), accelrate/TICRATE);
|
||||
vel.xy = vel.xy - (dir - acceldir) * vel.xy.length() * fluidfriction/TICRATE;
|
||||
}
|
||||
acceleration *= doomaircontrol.GetBool()?level.aircontrol:utaircontrol;
|
||||
vel.xy = vel.xy + acceleration/TICRATE;
|
||||
if ( vel.length() > terminalvelocity/TICRATE ) vel = vel.unit()*(terminalvelocity/TICRATE);
|
||||
player.vel *= 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
// swimming uses standard physics, otherwise things break
|
||||
double forwardmove, sidemove;
|
||||
double bobfactor;
|
||||
double friction, movefactor;
|
||||
double fm, sm;
|
||||
[friction, movefactor] = GetFriction();
|
||||
bobfactor = (friction<ORIG_FRICTION)?movefactor:ORIG_FRICTION_FACTOR;
|
||||
fm = cmd.forwardmove;
|
||||
sm = cmd.sidemove;
|
||||
[fm, sm] = TweakSpeeds(fm,sm);
|
||||
fm *= Speed/256;
|
||||
sm *= Speed/256;
|
||||
if ( CanCrouch() && (player.crouchfactor != 1) )
|
||||
{
|
||||
fm *= player.crouchfactor;
|
||||
sm *= player.crouchfactor;
|
||||
bobfactor *= player.crouchfactor;
|
||||
}
|
||||
forwardmove = fm*movefactor*(35/TICRATE);
|
||||
sidemove = sm*movefactor*(35/TICRATE);
|
||||
if ( forwardmove )
|
||||
{
|
||||
Bob(Angle, cmd.forwardmove*bobfactor/256.,true);
|
||||
ForwardThrust(forwardmove,Angle);
|
||||
}
|
||||
if ( sidemove )
|
||||
{
|
||||
let a = Angle-90;
|
||||
Bob(a,cmd.sidemove*bobfactor/256.,false);
|
||||
Thrust(sidemove,a);
|
||||
}
|
||||
if ( !(player.cheats&CF_PREDICTING) && ((forwardmove != 0) || (sidemove != 0)) )
|
||||
PlayRunning();
|
||||
}
|
||||
if ( player.cheats & CF_REVERTPLEASE )
|
||||
{
|
||||
player.cheats &= ~CF_REVERTPLEASE;
|
||||
player.camera = player.mo;
|
||||
}
|
||||
}
|
||||
override void CheckJump()
|
||||
{
|
||||
if ( !utmovement ) utmovement = CVar.GetCVar('flak_utmovement');
|
||||
if ( !utmovement.GetBool() )
|
||||
{
|
||||
Super.CheckJump();
|
||||
return;
|
||||
}
|
||||
if ( player.cmd.buttons&BT_JUMP )
|
||||
{
|
||||
if ( player.crouchoffset ) player.crouching = 1;
|
||||
else if ( waterlevel >= 2 ) Vel.z = 4*Speed;
|
||||
else if ( bNoGravity ) Vel.z = 3.;
|
||||
else if ( level.IsJumpingAllowed() && player.onground && (player.jumpTics == 0) && (last_jump_held < gametic-1) )
|
||||
{
|
||||
double jumpvelz = JumpZ;
|
||||
double jumpfac = 0;
|
||||
for ( let p = Inv; p != null; p = p.Inv )
|
||||
{
|
||||
let pp = PowerHighJump(p);
|
||||
if ( !pp ) continue;
|
||||
double f = pp.Strength;
|
||||
if ( f > jumpfac ) jumpfac = f;
|
||||
}
|
||||
if ( jumpfac > 0 ) jumpvelz *= jumpfac;
|
||||
Vel.z += jumpvelz;
|
||||
bOnMobj = false;
|
||||
player.jumpTics = -1;
|
||||
if ( !(player.cheats&CF_PREDICTING) )
|
||||
A_PlaySound("*jump",CHAN_BODY);
|
||||
}
|
||||
last_jump_held = gametic;
|
||||
}
|
||||
if ( !player.onground || player.jumptics )
|
||||
last_jump_held = gametic;
|
||||
}
|
||||
}
|
||||
|
||||
// Random Spawner that passes through dropped status to items
|
||||
|
|
@ -206,6 +450,7 @@ Class RandomSpawner2 : RandomSpawner
|
|||
Class UTWeapon : Weapon
|
||||
{
|
||||
int DropAmmo;
|
||||
bool bExtraPickup;
|
||||
|
||||
Property DropAmmo: DropAmmo;
|
||||
|
||||
|
|
@ -252,6 +497,79 @@ Class UTWeapon : Weapon
|
|||
A_ClearRefire();
|
||||
}
|
||||
|
||||
override bool HandlePickup( Inventory item )
|
||||
{
|
||||
if (item.GetClass() == GetClass())
|
||||
{
|
||||
if ( Weapon(item).PickupForAmmo(self) )
|
||||
item.bPickupGood = true;
|
||||
if ( (MaxAmount > 1) || bALWAYSPICKUP )
|
||||
return Inventory.HandlePickup(item);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
override bool ShouldStay()
|
||||
{
|
||||
if ( ((multiplayer && (!deathmatch && !alwaysapplydmflags)) || sv_weaponstay) && !bDropped )
|
||||
return (!bExtraPickup && !bALWAYSPICKUP);
|
||||
return false;
|
||||
}
|
||||
override bool TryPickup( in out Actor toucher )
|
||||
{
|
||||
if ( !bExtraPickup ) bExtraPickup = ((MaxAmount > 1) && (toucher.CountInv(GetClass()) < MaxAmount));
|
||||
return Super.TryPickup(toucher);
|
||||
}
|
||||
|
||||
// Whole chain of function rewrites because of some stupid hardcoded deathmatch ammo multiplier
|
||||
override bool TryPickupRestricted( in out Actor toucher )
|
||||
{
|
||||
if ( ShouldStay() ) return false;
|
||||
bExtraPickup = false;
|
||||
bool gaveSome = !!(NonIdioticAddAmmo(toucher,AmmoType1,AmmoGive1));
|
||||
gaveSome |= !!(NonIdioticAddAmmo(toucher,AmmoType2,AmmoGive2));
|
||||
if ( gaveSome ) GoAwayAndDie();
|
||||
return gaveSome;
|
||||
}
|
||||
override void AttachToOwner( Actor other )
|
||||
{
|
||||
bExtraPickup = false;
|
||||
Inventory.AttachToOwner(other);
|
||||
Ammo1 = NonIdioticAddAmmo(Owner,AmmoType1,AmmoGive1);
|
||||
Ammo2 = NonIdioticAddAmmo(Owner,AmmoType2,AmmoGive2);
|
||||
SisterWeapon = AddWeapon(SisterWeaponType);
|
||||
if ( Owner.player )
|
||||
{
|
||||
if ( !Owner.player.GetNeverSwitch() && !bNo_Auto_Switch )
|
||||
Owner.player.PendingWeapon = self;
|
||||
if ( Owner.player.mo == players[consoleplayer].camera )
|
||||
StatusBar.ReceivedWeapon(self);
|
||||
}
|
||||
GivenAsMorphWeapon = false;
|
||||
}
|
||||
|
||||
// rewrite of AddAmmo without stupid hardcoded 2.5x ammo multiplier
|
||||
protected Ammo NonIdioticAddAmmo( Actor other, Class<Ammo> ammotype, int amount )
|
||||
{
|
||||
if ( !ammotype ) return null;
|
||||
Ammo ammoitem;
|
||||
if ( !bIgnoreSkill ) amount = int(amount*G_SkillPropertyFloat(SKILLP_AmmoFactor));
|
||||
ammoitem = Ammo(other.FindInventory(ammotype));
|
||||
if ( !ammoitem )
|
||||
{
|
||||
ammoitem = Ammo(Spawn(ammotype));
|
||||
ammoitem.Amount = min(amount,ammoitem.MaxAmount);
|
||||
ammoitem.AttachToOwner(other);
|
||||
}
|
||||
else if ( ammoitem.Amount < ammoitem.MaxAmount )
|
||||
{
|
||||
ammoitem.Amount += amount;
|
||||
if ( ammoitem.Amount > ammoitem.MaxAmount )
|
||||
ammoitem.Amount = ammoitem.MaxAmount;
|
||||
}
|
||||
return ammoitem;
|
||||
}
|
||||
|
||||
Default
|
||||
{
|
||||
Weapon.BobStyle "Smooth";
|
||||
|
|
@ -817,6 +1135,7 @@ Class UTMainHandler : StaticEventHandler
|
|||
{
|
||||
ui TextureID tex;
|
||||
Array<QueuedFlash> flashes;
|
||||
transient CVar nobosstelefrag;
|
||||
|
||||
override void WorldLoaded( WorldEvent e )
|
||||
{
|
||||
|
|
@ -833,23 +1152,27 @@ Class UTMainHandler : StaticEventHandler
|
|||
|
||||
override void WorldThingSpawned( WorldEvent e )
|
||||
{
|
||||
if ( e.Thing.bBOSS ) e.Thing.bNOTELEFRAG = true;
|
||||
if ( !nobosstelefrag ) nobosstelefrag = CVar.GetCVar('flak_nobosstelefrag');
|
||||
if ( nobosstelefrag.GetBool() && e.Thing.bBOSS ) e.Thing.bNOTELEFRAG = true;
|
||||
}
|
||||
|
||||
ui void StartMenu()
|
||||
{
|
||||
if ( gamestate != GS_TITLELEVEL ) return;
|
||||
int proto = CVar.GetCVar('flak_protomenu',players[consoleplayer]).GetInt();
|
||||
CVar protomenu = CVar.GetCVar('flak_protomenu',players[consoleplayer]);
|
||||
if ( !protomenu ) return; // this can happen
|
||||
int proto = protomenu.GetInt();
|
||||
if ( proto )
|
||||
{
|
||||
tex = TexMan.CheckForTexture("protobg",TexMan.Type_Any);
|
||||
if ( gamestate != GS_TITLELEVEL ) return;
|
||||
if ( proto > 1 ) S_ChangeMusic("menu2");
|
||||
else S_ChangeMusic("xyzdMenu");
|
||||
tex = TexMan.CheckForTexture("protobg",TexMan.Type_Any);
|
||||
}
|
||||
else
|
||||
{
|
||||
S_ChangeMusic("utmenu23");
|
||||
tex = TexMan.CheckForTexture("finalbg",TexMan.Type_Any);
|
||||
if ( gamestate != GS_TITLELEVEL ) return;
|
||||
S_ChangeMusic("utmenu23");
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -908,7 +1231,7 @@ Class UTMainHandler : StaticEventHandler
|
|||
|
||||
override void RenderOverlay( RenderEvent e )
|
||||
{
|
||||
if ( gamestate != GS_TITLELEVEL ) return;
|
||||
if ( !menuactive ) return;
|
||||
if ( tex.IsNull() || !tex.IsValid() ) return;
|
||||
if ( !CVar.GetCVar('flak_showmenu',players[consoleplayer]).GetBool() ) return;
|
||||
Screen.Dim("Black",1.0,0,0,Screen.GetWidth(),Screen.GetHeight());
|
||||
|
|
|
|||
|
|
@ -11,6 +11,7 @@ Class WarheadAmmo : Ammo
|
|||
Ammo.BackpackMaxAmount 3;
|
||||
Ammo.DropAmount 1;
|
||||
Inventory.RespawnTics 2100;
|
||||
+INVENTORY.IGNORESKILL;
|
||||
}
|
||||
States
|
||||
{
|
||||
|
|
@ -717,6 +718,7 @@ Class WarheadLauncher : UTWeapon replaces BFG9000
|
|||
Weapon.AmmoGive 1;
|
||||
Inventory.RespawnTics 2100;
|
||||
+INVENTORY.ALWAYSPICKUP;
|
||||
+INVENTORY.IGNORESKILL;
|
||||
+WEAPON.NOAUTOFIRE;
|
||||
UTWeapon.DropAmmo 1;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue