Merge branch 'master' into hitowner

This commit is contained in:
Marisa the Magician 2018-08-24 14:26:12 +02:00
commit 9dbe721e17
16 changed files with 459 additions and 73 deletions

View file

@ -1,24 +1,29 @@
user int flak_protomenu = 0;
user bool flak_showmenu = true;
server bool flak_pulsereload = false;
server bool flak_enforcerreload = false;
user bool flak_redeemerreadout = true;
user int flak_colorprefs = 2;
user color flak_colorcustom = "00 80 ff";
user int flak_opacity = 15; // UT's opacity is 1 <-> 16 in steps of 1 (default 15)
// 16 means fully opaque, everything else is just additive with gradually lowering alpha
// status is never fully opaque (clamped under 16)
// currently selected weapon and numbers are fully opaque until 8 opacity (their opacity is bumped by 7 basically)
user bool flak_showweapons = true; // if disabled, frags and ammo are shown centered, with a gap for armor and health
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)
user bool flak_showammo = true;
user bool flak_showfrags = true;
user bool flak_showinfo = true;
user float flak_hudsize = 1.0; // 0.2 <-> 1.0 in steps of 0.2 (default 1.0)
user float flak_weaponsize = 0.8; // 0.2 <-> 1.0 in steps of 0.2 (default 0.8)
user float flak_statussize = 1.0; // 0.5 <-> 1.5 in steps of 0.1 (default 1.0)
user bool flak_footsteps = true;
server bool flak_translocator = false;
user bool flak_noswitchdeemer = true; // don't switch to redeemer when out of ammo
user bool flak_deemershader = false;
server bool flak_classicsshock = false; // classic enhanced shock rifle (no altfire, beams don't have splash damage)
user int flak_protomenu = 0; // version of main menu (0: final, 1: 22x betas, 2: same as 1, but with extended menu music)
user bool flak_showmenu = true; // show the UT main menu background whenever the menu is open
server bool flak_pulsereload = false; // pulsegun can reload (features unused animation from early versions)
server bool flak_enforcerreload = false; // enforcer can reload
user bool flak_redeemerreadout = true; // enable target readout, may cause slowdowns on weak CPUs
user int flak_colorprefs = 2; // 0: team color, 1: player color, 2: custom color
user color flak_colorcustom = "00 80 ff"; // custom hud color
user int flak_opacity = 15; // UT's opacity is 1 <-> 16 in steps of 1 (default 15)
// 16 means fully opaque, everything else is just additive with gradually lowering alpha
// status is never fully opaque (clamped under 16)
// currently selected weapon and numbers are fully opaque until 8 opacity (their opacity is bumped by 7 basically)
user bool flak_showweapons = true; // if disabled, frags and ammo are shown centered, with a gap for armor and health
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)
user bool flak_showammo = true; // show ammo counters
user bool flak_showfrags = true; // show kill/frag count
user bool flak_showinfo = true; // show name of aimed at player in mp (and their health if in coop or same team)
user float flak_hudsize = 1.0; // 0.2 <-> 1.0 in steps of 0.2 (default 1.0)
user float flak_weaponsize = 0.8; // 0.2 <-> 1.0 in steps of 0.2 (default 0.8)
user float flak_statussize = 1.0; // 0.5 <-> 1.5 in steps of 0.1 (default 1.0)
user bool flak_footsteps = true; // players make footstep sounds
server bool flak_translocator = false; // translocator is enabled (hello, sequence breaking)
user bool flak_noswitchdeemer = true; // don't switch to redeemer when out of ammo
user bool flak_deemershader = false; // fancy blur/grain/tint shader
server bool flak_classicsshock = false; // classic enhanced shock rifle (no altfire, beams don't have splash damage)
server bool flak_utmovement = false; // emulate UE1's air/ground movement physics
server bool flak_doomspeed = false; // keep Doomguy run speed when using UT movement
server bool flak_doomaircontrol = false; // keep Doom's limited air control when using UT movement
server bool flak_nobosstelefrag = false; // disable telefragging of boss monsters (useful when translocator is enabled)
server bool flak_nowalkdrop = false; // don't drop off ledges while holding walk key (glitchy)

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@ -27,9 +27,17 @@ OptionMenu "UTOptionMenu"
Option "No Redeemer Autoswitch", "flak_noswitchdeemer", "YesNo"
Option "Classic Enh. Shock Rifle", "flak_classicsshock", "YesNo"
StaticText " "
StaticText "Translocator (Potentially Game-Breaking)", "Gold"
Option "Prevent Boss Telefrag", "flak_nobosstelefrag", "YesNo"
Option "Enable Translocator", "flak_translocator", "YesNo"
Command "Apply Changes", "event refreshtrans"
StaticText " "
StaticText "Player Options", "Gold"
Option "Enable UT Movement", "flak_utmovement", "YesNo"
Option "Doom Player Speed", "flak_doomspeed", "YesNo", "flak_utmovement"
Option "Doom Air Control", "flak_doomaircontrol", "YesNo", "flak_utmovement"
Option "Walk Disables Dropoff (Glitchy)", "flak_nowalkdrop", "YesNo", "flak_utmovement"
StaticText " "
StaticText "HUD Options", "Gold"
Option "Show Weapon Bar", "flak_showweapons", "YesNo"
Option "Show Status Doll", "flak_showstatus", "YesNo"

View file

@ -26,10 +26,10 @@ Model "FlakSlug"
Path "models"
Model 0 "flakslugm_d.3d"
Skin 0 "jflakslugel1.png"
Scale 0.048 0.048 0.04
Scale 0.048 0.04 0.04
AngleOffset 180
PitchOffset 90
PITCHFROMMOMENTUM
USEACTORPITCH
FrameIndex FSLG A 0 0
}

View file

@ -33,7 +33,8 @@ $playeralias player male *pain75 ut/malepain2
$playeralias player male *pain50 ut/malepain3
$playeralias player male *pain25 ut/malepain4
$playeralias player male *grunt ut/malegrunt
$playeralias player male *land ut/land
$playeralias player male *land DSEMPTY
$playeralias player male *uland ut/land
$playeralias player male *jump ut/malejump
$playeralias player male *usefail ut/malehump
$playeralias player male *surface ut/malesurface
@ -74,7 +75,8 @@ $playeralias player female *pain75 ut/femalepain2
$playeralias player female *pain50 ut/femalepain3
$playeralias player female *pain25 ut/femalepain4
$playeralias player female *grunt ut/femalegrunt
$playeralias player female *land ut/land
$playeralias player female *land DSEMPTY
$playeralias player female *uland ut/land
$playeralias player female *jump ut/femalejump
$playeralias player female *usefail ut/femalegrunt
$playeralias player female *surface ut/femalesurf
@ -108,6 +110,7 @@ misc/chat2 newbeep
misc/teleport resp2a
misc/ut_keg utsuperh
misc/ut_heal uthealth
$volume misc/ut_heal 0.7 // a bit too loud otherwise
misc/ut_shard shardpck
misc/ut_armor armorut
belt/pickup beltsnd

View file

@ -412,8 +412,8 @@ Class BioGel : Actor
s.args[3] = int(s.args[3]*Scale.x);
invoker.deadtimer = -2;
if ( invoker.atline ) invoker.atline.RemoteActivate(target,invoker.atside,SPAC_Impact,pos);
UTMainHandler.DoBlast(self,Min(250,int(Scale.x*75)),20000*Scale.x);
A_Explode(int(Random[GES](18,26)*Scale.x),Min(250,int(Scale.x*75)));
UTMainHandler.DoBlast(self,Min(175,int(Scale.x*50)),20000*Scale.x);
A_Explode(int(Random[GES](18,26)*Scale.x),Min(175,int(Scale.x*50)));
A_PlaySound("ges/explode",CHAN_VOICE);
int numpt = Min(300,int(Scale.x*30))+Random[GES](-10,10);
for ( int i=0; i<numpt; i++ )

View file

@ -27,6 +27,7 @@ Class UTRocketAmmo2 : UTRocketAmmo
Inventory.PickupMessage "You picked up a Single Rocket.";
Inventory.Amount 1;
Ammo.DropAmount 1;
+INVENTORY.IGNORESKILL;
}
States
{
@ -102,13 +103,15 @@ Class RocketExplLight : SlugLight
Class UTRocket : Actor
{
Vector3 InitialDir, Acceleration;
int ticcnt;
Default
{
Obituary "%o was smacked down by %k's Rocket Launcher.";
DamageType 'RocketDeath';
Radius 2;
Height 2;
Speed 18;
Speed 20;
PROJECTILE;
+SKYEXPLODE;
+EXPLODEONWATER;
@ -122,12 +125,14 @@ Class UTRocket : Actor
let l = Spawn("UTRocketTrail",pos);
l.target = self;
A_PlaySound("utrl/fly",CHAN_VOICE,1.0,true,2.5);
if ( tracer ) vel *= 0.9;
Acceleration = vel.unit()*50;
}
action void A_RocketExplode( int dmg, int rad )
{
bFORCEXYBILLBOARD = true;
A_SetRenderStyle(1.0,STYLE_Add);
A_SprayDecal("RocketBlast",150);
A_SprayDecal("RocketBlast",50);
A_NoGravity();
A_SetScale(0.75);
UTMainHandler.DoBlast(self,rad,80000);
@ -159,17 +164,38 @@ Class UTRocket : Actor
s.scale *= FRandom[Eightball](0.9,2.7);
}
}
action void A_RocketSeek()
{
if ( invoker.InitialDir.length() < double.epsilon ) invoker.InitialDir = vel.unit();
if ( tracer && (tracer != target) )
{
Vector3 SeekingDir = level.Vec3Diff(pos,tracer.Vec3Offset(0,0,tracer.height/2)).unit();
if ( SeekingDir dot invoker.InitialDir > 0 )
{
double MagnitudeVel = Vel.length();
SeekingDir = (SeekingDir*0.5*MagnitudeVel+Vel).unit();
Vel = MagnitudeVel * SeekingDir;
invoker.Acceleration = 25 * SeekingDir;
}
}
}
States
{
Spawn:
RCKT B 1
{
A_SetRoll(roll+30,SPF_INTERPOLATE);
if ( invoker.ticcnt++ > 3 )
{
invoker.ticcnt = 0;
A_RocketSeek();
}
vel += invoker.Acceleration/TICRATE;
if ( vel.length() > 45. ) vel = Vel.unit()*45.;
Vector3 dir = vel.unit();
if ( waterlevel <= 0 ) vel = dir*min(vel.length()+1,32);
A_SetAngle(atan2(dir.y,dir.x),SPF_INTERPOLATE);
A_SetPitch(asin(-dir.z),SPF_INTERPOLATE);
if ( tracer ) A_SeekerMissile(0,2,SMF_PRECISE);
for ( int i=0; i<3; i++ )
{
let s = Spawn("UTSmoke",pos);
@ -179,7 +205,7 @@ Class UTRocket : Actor
}
Wait;
Death:
TNT1 A 0 A_RocketExplode(Random[Eightball](90,120),220);
TNT1 A 0 A_RocketExplode(Random[Eightball](90,120),160);
SSMX ABCDEFGHIJ 2 Bright;
Stop;
}
@ -233,7 +259,7 @@ Class UTGrenade : UTRocket
}
Goto Spawn;
Death:
TNT1 A 0 A_RocketExplode(Random[Eightball](100,150),200);
TNT1 A 0 A_RocketExplode(Random[Eightball](100,150),140);
Goto Super::Death+1;
}
}

View file

@ -29,13 +29,17 @@ Class FlakAmmo : Ammo
Default
{
Tag "Flak Shells";
Inventory.PickupMessage "You picked up 10 Flak Shells.";
Inventory.PickupMessage "You picked up %d Flak Shells.";
Inventory.Amount 10;
Inventory.MaxAmount 50;
Ammo.BackpackAmount 20;
Ammo.BackpackMaxAmount 100;
Ammo.DropAmount 5;
}
override String PickupMessage()
{
return String.Format(pickupmsg,Amount);
}
States
{
Spawn:
@ -52,6 +56,7 @@ Class FlakAmmo2 : FlakAmmo
Inventory.PickupMessage "You picked up a Flak Shell.";
Inventory.Amount 1;
Ammo.DropAmount 1;
+INVENTORY.IGNORESKILL;
}
States
{
@ -143,10 +148,10 @@ Class FlakChunk : Actor
DamageType 'Shredded';
BounceType "Doom";
BounceFactor 0.8;
WallBounceFactor 0.8;
PROJECTILE;
+USEBOUNCESTATE;
-BOUNCEAUTOOFF;
+BOUNCEAUTOOFFFLOORONLY;
+CANBOUNCEWATER;
+SKYEXPLODE;
Scale 0.3;
@ -225,9 +230,10 @@ Class FlakChunk : Actor
invoker.rollvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
invoker.pitchvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
invoker.yawvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
vel = (vel.unit()+(FRandom[Flak](-0.4,0.4),FRandom[Flak](-0.4,0.4),FRandom[Flak](-0.4,0.4))).unit()*vel.length();
vel = (vel.unit()+(FRandom[Flak](-0.2,0.2),FRandom[Flak](-0.2,0.2),FRandom[Flak](-0.2,0.2))).unit()*vel.length();
A_PlaySound("flak/bounce",volume:0.3);
A_AlertMonsters();
bBOUNCEAUTOOFFFLOORONLY = true;
if ( vel.length() < 4.0 ) ExplodeMissile();
}
override int DoSpecialDamage( Actor target, int damage, Name damagetype )
@ -383,12 +389,12 @@ Class FlakSlug : Actor
{
bForceXYBillboard = true;
A_SetRenderStyle(1.0,STYLE_Add);
A_SprayDecal("RocketBlast",150);
A_SprayDecal("RocketBlast",50);
A_NoGravity();
A_SetScale(1.2);
UTMainHandler.DoBlast(self,150,75000);
A_Explode(Random[Flak](70,80),150);
A_QuakeEx(4,4,4,8,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:150,rollIntensity:0.2);
UTMainHandler.DoBlast(self,120,75000);
A_Explode(Random[Flak](70,80),120);
A_QuakeEx(4,4,4,8,0,170,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollIntensity:0.2);
A_PlaySound("flak/explode",CHAN_VOICE);
A_AlertMonsters();
if ( !Tracer ) Spawn("SlugSmoke",pos);

View file

@ -28,7 +28,6 @@ Class UTHealthBox : Health replaces Medikit
Tag "Health Box";
Inventory.Amount 50;
Inventory.PickupMessage "You picked up a Health Box.";
Health.LowMessage 25,"You picked up a Health Box that you REALLY need!";
Inventory.PickupSound "misc/ut_heal";
}
States

View file

@ -30,13 +30,17 @@ Class MiniAmmo : Ammo
Default
{
Tag "Large Bullets";
Inventory.PickupMessage "You picked up 50 bullets.";
Inventory.PickupMessage "You picked up %d bullets.";
Inventory.Amount 50;
Inventory.MaxAmount 200;
Ammo.BackpackAmount 100;
Ammo.BackpackMaxAmount 400;
Ammo.DropAmount 20;
}
override String PickupMessage()
{
return String.Format(pickupmsg,Amount);
}
States
{
Spawn:
@ -102,7 +106,7 @@ Class Minigun : UTWeapon
A_Overlay(-2,"MuzzleFlash",true);
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
if ( (alt && (invoker.bcnt++ < 3)) || (invoker.bcnt++ < 5) ) return;
if ( (alt && (invoker.bcnt++ < 2)) || (invoker.bcnt++ < 4) ) return;
invoker.bcnt = 0;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
invoker.FireEffect();

View file

@ -52,13 +52,18 @@ Class DamageAmplifier : Powerup
Powerup.Color "EE00FF", 0.15;
}
override void BeginPlay()
{
Super.BeginPlay();
if ( deathmatch ) EffectTics /= 2;
}
override void InitEffect()
{
Super.InitEffect();
l = Spawn("DamageAmpLight",Owner.pos);
l.target = Owner;
l.master = self;
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()
{
Super.EndEffect();

View file

@ -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++ )

View file

@ -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
{

View file

@ -26,6 +26,7 @@ Class RifleAmmo2 : RifleAmmo
Inventory.PickupMessage "You got a Rifle Round.";
Inventory.Amount 1;
Ammo.DropAmount 1;
+INVENTORY.IGNORESKILL;
}
States
{

View file

@ -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());

View file

@ -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;
}