Translocator implemented. Tweaked some little things about the HUD, too.
This commit is contained in:
parent
217dbd0fda
commit
a14e43481b
9 changed files with 619 additions and 6 deletions
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@ -1,3 +1,18 @@
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Model "TranslocatorModule"
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{
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Path "models"
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Model 0 "Module_d.3d"
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Skin 0 "tloc2_.png"
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Scale -0.0672 0.056 0.056
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PitchOffset 90
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ZOffset 6
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USEACTORPITCH
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FrameIndex TMOD A 0 0
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FrameIndex TMOD B 0 1
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FrameIndex TMOD C 0 2
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}
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Model "Translocator"
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{
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Path "models"
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@ -25,3 +40,107 @@ Model "Translocator"
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FrameIndex TLCP B 1 0
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}
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Model "Translocator"
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{
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Path "models"
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Model 0 "Transloc_d.3d"
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SurfaceSkin 0 0 "tloc1.png"
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SurfaceSkin 0 1 "tloc2.png"
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SurfaceSkin 0 2 "tloc3.png"
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SurfaceSkin 0 3 "tloc4.png"
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Scale 0.11 0.055 0.11
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Offset -17.8 -22.8 -33.2
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PitchOffset 87
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RollOffset 5
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AngleOffset 183
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// select
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FrameIndex TLCS A 0 18
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FrameIndex TLCS B 0 19
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FrameIndex TLCS C 0 20
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FrameIndex TLCS D 0 21
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FrameIndex TLCS E 0 22
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FrameIndex TLCS F 0 23
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FrameIndex TLCS G 0 24
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FrameIndex TLCS H 0 25
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FrameIndex TLCS I 0 26
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FrameIndex TLCS J 0 27
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FrameIndex TLCS K 0 28
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FrameIndex TLCS L 0 29
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// throw
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FrameIndex TLCF A 0 32
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FrameIndex TLCF B 0 33
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FrameIndex TLCF C 0 34
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FrameIndex TLCF D 0 35
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FrameIndex TLCF E 0 36
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FrameIndex TLCF F 0 37
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FrameIndex TLCF G 0 38
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FrameIndex TLCF H 0 39
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FrameIndex TLCF I 0 40
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FrameIndex TLCF J 0 41
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FrameIndex TLCF K 0 42
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FrameIndex TLCF L 0 43
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FrameIndex TLCF M 0 44
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FrameIndex TLCF N 0 45
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// pre reset
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FrameIndex TLCF O 0 46
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FrameIndex TLCF P 0 47
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FrameIndex TLCF Q 0 48
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FrameIndex TLCF R 0 49
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FrameIndex TLCF S 0 50
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// idle
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FrameIndex TLCI A 0 51
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FrameIndex TLCI B 0 52
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// down
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FrameIndex TLCD A 0 66
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FrameIndex TLCD B 0 67
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FrameIndex TLCD C 0 68
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FrameIndex TLCD D 0 69
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FrameIndex TLCD E 0 70
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FrameIndex TLCD F 0 71
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FrameIndex TLCD G 0 72
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// thrown frame
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FrameIndex TLCT A 0 52
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// thrown
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FrameIndex TLCT B 0 53
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FrameIndex TLCT C 0 54
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FrameIndex TLCT D 0 55
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FrameIndex TLCT E 0 56
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FrameIndex TLCT F 0 57
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FrameIndex TLCT G 0 58
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FrameIndex TLCT H 0 59
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FrameIndex TLCT I 0 60
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FrameIndex TLCT J 0 61
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FrameIndex TLCT K 0 62
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FrameIndex TLCT L 0 63
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FrameIndex TLCT M 0 64
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// down 2
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FrameIndex TLD2 A 0 77
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FrameIndex TLD2 B 0 78
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FrameIndex TLD2 C 0 79
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FrameIndex TLD2 D 0 80
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FrameIndex TLD2 E 0 81
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FrameIndex TLD2 F 0 82
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FrameIndex TLD2 G 0 83
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// idle 2
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FrameIndex TLI2 A 0 88
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FrameIndex TLI2 B 0 89
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FrameIndex TLI2 C 0 90
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FrameIndex TLI2 D 0 91
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FrameIndex TLI2 E 0 92
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FrameIndex TLI2 F 0 93
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FrameIndex TLI2 G 0 94
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FrameIndex TLI2 H 0 95
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FrameIndex TLI2 I 0 96
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FrameIndex TLI2 J 0 97
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FrameIndex TLI2 K 0 98
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FrameIndex TLI2 L 0 99
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FrameIndex TLI2 M 0 100
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FrameIndex TLI2 N 0 101
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FrameIndex TLI2 O 0 102
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FrameIndex TLI2 P 0 103
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FrameIndex TLI2 Q 0 104
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FrameIndex TLI2 R 0 105
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FrameIndex TLI2 S 0 106
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}
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@ -32,10 +32,10 @@ Currently implemented:
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- UT HUD
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- Impact Hammer (slot 1)
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- Chainsaw (slot 1)
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- Translocator (slot 1)
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In progress:
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- Translocator (slot 1)
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- Enforcer (slot 2)
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- Dual Enforcers (slot 2)
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- Ripper (slot 6)
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@ -133,6 +133,12 @@ chainsaw/idle chainidl
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chainsaw/lower chainpdn
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chainsaw/fire sawhit
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transloc/throw throwtgt
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transloc/return rtarget
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transloc/spark tdisrupt
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transloc/bounce hit1
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transloc/hum targeth
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ges/hit gelhit
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ges/select gelselec
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ges/fire gelshot
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BIN
sounds/RTarget.wav
Normal file
BIN
sounds/RTarget.wav
Normal file
Binary file not shown.
BIN
sprites/TGLOA0.png
Normal file
BIN
sprites/TGLOA0.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 3 KiB |
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@ -1,2 +1,84 @@
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Sprite "TLCPA0",1,1{}
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Sprite "TLCPB0",1,1{}
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Sprite "TLCSA0",1,1{}
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Sprite "TLCSB0",1,1{}
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Sprite "TLCSC0",1,1{}
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Sprite "TLCSD0",1,1{}
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Sprite "TLCSE0",1,1{}
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Sprite "TLCSF0",1,1{}
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Sprite "TLCSG0",1,1{}
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Sprite "TLCSH0",1,1{}
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Sprite "TLCSI0",1,1{}
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Sprite "TLCSJ0",1,1{}
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Sprite "TLCSK0",1,1{}
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Sprite "TLCSL0",1,1{}
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Sprite "TLCFA0",1,1{}
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Sprite "TLCFB0",1,1{}
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Sprite "TLCFC0",1,1{}
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Sprite "TLCFD0",1,1{}
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Sprite "TLCFE0",1,1{}
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Sprite "TLCFF0",1,1{}
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Sprite "TLCFG0",1,1{}
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Sprite "TLCFH0",1,1{}
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Sprite "TLCFI0",1,1{}
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Sprite "TLCFJ0",1,1{}
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Sprite "TLCFK0",1,1{}
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Sprite "TLCFL0",1,1{}
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Sprite "TLCFM0",1,1{}
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Sprite "TLCFN0",1,1{}
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Sprite "TLCFO0",1,1{}
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Sprite "TLCFP0",1,1{}
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Sprite "TLCFQ0",1,1{}
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Sprite "TLCFR0",1,1{}
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Sprite "TLCFS0",1,1{}
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Sprite "TLCIA0",1,1{}
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Sprite "TLCIB0",1,1{}
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Sprite "TLCDA0",1,1{}
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Sprite "TLCDB0",1,1{}
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Sprite "TLCDC0",1,1{}
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Sprite "TLCDD0",1,1{}
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Sprite "TLCDE0",1,1{}
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Sprite "TLCDF0",1,1{}
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Sprite "TLCDG0",1,1{}
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Sprite "TLCTA0",1,1{}
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Sprite "TLCTB0",1,1{}
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Sprite "TLCTC0",1,1{}
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Sprite "TLCTD0",1,1{}
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Sprite "TLCTE0",1,1{}
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Sprite "TLCTF0",1,1{}
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Sprite "TLCTG0",1,1{}
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Sprite "TLCTH0",1,1{}
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Sprite "TLCTI0",1,1{}
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Sprite "TLCTJ0",1,1{}
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Sprite "TLCTK0",1,1{}
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Sprite "TLCTL0",1,1{}
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Sprite "TLCTM0",1,1{}
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Sprite "TLD2A0",1,1{}
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Sprite "TLD2B0",1,1{}
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Sprite "TLD2C0",1,1{}
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Sprite "TLD2D0",1,1{}
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Sprite "TLD2E0",1,1{}
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Sprite "TLD2F0",1,1{}
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Sprite "TLD2G0",1,1{}
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Sprite "TLI2A0",1,1{}
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Sprite "TLI2B0",1,1{}
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Sprite "TLI2C0",1,1{}
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Sprite "TLI2D0",1,1{}
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Sprite "TLI2E0",1,1{}
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Sprite "TLI2F0",1,1{}
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Sprite "TLI2G0",1,1{}
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Sprite "TLI2H0",1,1{}
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Sprite "TLI2I0",1,1{}
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Sprite "TLI2J0",1,1{}
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Sprite "TLI2K0",1,1{}
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Sprite "TLI2L0",1,1{}
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Sprite "TLI2M0",1,1{}
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Sprite "TLI2N0",1,1{}
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Sprite "TLI2O0",1,1{}
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Sprite "TLI2P0",1,1{}
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Sprite "TLI2Q0",1,1{}
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Sprite "TLI2R0",1,1{}
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Sprite "TLI2S0",1,1{}
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Sprite "TMODA0",1,1{}
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Sprite "TMODB0",1,1{}
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Sprite "TMODC0",1,1{}
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@ -1,5 +1,353 @@
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Class ModuleHitbox : Actor
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{
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Default
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{
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Radius 10;
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Height 4;
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+SHOOTABLE;
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+NOGRAVITY;
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+NOCLIP;
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+DONTSPLASH;
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+NOBLOOD;
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}
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override int DamageMobj( Actor inflictor, Actor source, int damage, Name mod, int flags, double angle )
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{
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if ( target )
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{
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if ( inflictor ) target.vel += level.Vec3Diff(inflictor.pos,pos).unit()*damage*0.2;
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else if ( source ) target.vel += level.Vec3Diff(source.pos,pos).unit()*damage*0.2;
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target.vel.z = 5;
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}
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if ( !target || (target.target && ((target.target == source) || target.target.isTeammate(source))) ) return 0;
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target.bAMBUSH = true;
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return 0;
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}
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override void Tick()
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{
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Super.Tick();
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if ( !target )
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{
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Destroy();
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return;
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}
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SetOrigin(target.pos-(0,0,height*0.5),true);
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if ( target.bMISSILE ) return;
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let bi = BlockThingsIterator.Create(self,32);
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while ( bi.Next() )
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{
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if ( !bi.Thing || (bi.Thing != target.target) ) continue;
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if ( (Distance2D(bi.Thing)-bi.Thing.radius <= radius) && ((bi.Thing.pos.z <= pos.z+height) && (bi.Thing.pos.z+bi.Thing.height >= pos.z-height)) )
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{
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A_PlaySound("misc/i_pkup");
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target.Destroy();
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return;
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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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TNT1 A 10 A_AlertMonsters(0,AMF_TARGETEMITTER);
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Wait;
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}
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}
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Class TranslocatorGlowLight : DynamicLight
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{
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Default
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{
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DynamicLight.Type "Point";
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Args 255,255,255,40;
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}
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override void Tick()
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{
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Super.Tick();
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if ( !target )
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{
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Destroy();
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return;
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}
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SetOrigin(target.pos,true);
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}
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}
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Class TranslocatorGlow : Actor
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{
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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let l = Spawn("TranslocatorGlowLight",pos);
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l.target = self;
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l.args[0] = fillcolor.r;
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l.args[1] = fillcolor.g;
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l.args[2] = fillcolor.b;
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}
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override void Tick()
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{
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Super.Tick();
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if ( !target )
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{
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Destroy();
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return;
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}
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SetOrigin(target.Vec3Offset(0,0,10),true);
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}
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Default
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{
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Radius 0.1;
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Height 0;
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+NOCLIP;
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+NOGRAVITY;
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+DONTSPLASH;
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+FORCEXYBILLBOARD;
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RenderStyle "AddShaded";
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StencilColor "FFFFFF";
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Scale 0.5;
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}
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States
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{
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Spawn:
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TGLO A -1 Bright;
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Stop;
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}
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}
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Class TranslocatorModule : Actor
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{
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Actor b;
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Default
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{
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Radius 2;
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Height 2;
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Speed 20;
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PROJECTILE;
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-NOGRAVITY;
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+USEBOUNCESTATE;
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+SKYEXPLODE;
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+HITTRACER;
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BounceType "Doom";
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BounceFactor 0.5;
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WallBounceFactor 0.5;
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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if ( !target )
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{
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Destroy();
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return;
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}
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b = Spawn("ModuleHitbox",pos);
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b.target = self;
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A_PlaySound("transloc/hum",CHAN_VOICE,0.5,true,2.0);
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}
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override bool CanCollideWith( Actor other, bool passive )
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{
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return (other != tracer);
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}
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action void A_LightUp()
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{
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let l = Spawn("TranslocatorGlow",Vec3Offset(0,0,10));
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l.target = self;
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if ( !target || !target.player ) return;
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Color gcol;
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if ( deathmatch && (target.player.GetTeam() < teams.size()) ) gcol = teams[target.player.GetTeam()].mName;
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else gcol = target.player.GetColor();
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// maximize brightness
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if ( (gcol.r+gcol.g+gcol.b) <= 0 ) gcol = "White";
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else
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{
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int maxcomp = max(gcol.r,max(gcol.g,gcol.b));
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int newr = int(gcol.r*(255./maxcomp));
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int newg = int(gcol.g*(255./maxcomp));
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int newb = int(gcol.b*(255./maxcomp));
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gcol = Color(newr,newg,newb);
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}
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l.SetShade(gcol);
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}
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override void Tick()
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{
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Super.Tick();
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if ( bAMBUSH && !Random[Transloc](0,40) )
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{
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A_PlaySound("transloc/spark");
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int numpt = Random[Transloc](20,40);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Transloc](-1,1),FRandom[Transloc](-1,1),FRandom[Transloc](-1,1)).unit()*FRandom[Transloc](0.1,1.2);
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let s = Spawn("UTSmoke",pos);
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s.vel = pvel;
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s.SetShade(Color(1,1,1)*Random[Transloc](128,192));
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}
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numpt = Random[Transloc](4,12);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Transloc](-1,1),FRandom[Transloc](-1,1),FRandom[Transloc](-1,1)).unit()*FRandom[Transloc](2,8);
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let s = Spawn("UTSpark",pos);
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s.vel = pvel;
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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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TMOD A 1;
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Wait;
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Bounce:
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TMOD A 0
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{
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A_SetPitch(0);
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A_PlaySound("transloc/bounce");
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}
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Goto Spawn;
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Death:
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TMOD A 0
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{
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A_SetPitch(0);
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if ( tracer )
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{
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SetOrigin(tracer.Vec2OffsetZ(0,0,pos.z),false);
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vel.xy *= 0;
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}
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}
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TMOD A 12;
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TMOD B 8;
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TMOD C -1 A_LightUp();
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Stop;
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}
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}
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Class TranslocatorAfterimage : Actor
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{
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Vector3 spreaddir;
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Default
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{
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RenderStyle "AddStencil";
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StencilColor "FF0000";
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+NOCLIP;
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+NOGRAVITY;
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+DONTSPLASH;
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+NOTELEPORT;
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Radius 0.1;
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Height 0;
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Speed 1;
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Alpha 0.1;
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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if ( !target )
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{
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Destroy();
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return;
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}
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scale = target.scale;
|
||||
angle = target.angle;
|
||||
pitch = target.pitch;
|
||||
roll = target.roll;
|
||||
sprite = target.sprite;
|
||||
frame = target.frame;
|
||||
vel = (FRandom[Transloc](-.5,.5),FRandom[Transloc](-.5,.5),FRandom[Transloc](-.5,.5));
|
||||
}
|
||||
action void A_Spread()
|
||||
{
|
||||
vel += invoker.spreaddir*speed;
|
||||
A_FadeOut(0.003);
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
#### # 10 A_SetTics(Random[Transloc](20,50));
|
||||
#### # 1 A_Spread();
|
||||
Wait;
|
||||
}
|
||||
}
|
||||
|
||||
Class Translocator : UTWeapon
|
||||
{
|
||||
Actor module;
|
||||
|
||||
action void A_ThrowModule()
|
||||
{
|
||||
Weapon weap = Weapon(invoker);
|
||||
if ( !weap ) return;
|
||||
A_PlaySound("transloc/throw",CHAN_WEAPON);
|
||||
invoker.FireEffect();
|
||||
A_AlertMonsters();
|
||||
Vector3 x, y, z;
|
||||
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x-8.0*y-12.0*z;
|
||||
let p = Spawn("TranslocatorModule",origin);
|
||||
p.target = self;
|
||||
p.angle = angle;
|
||||
p.pitch = BulletSlope();
|
||||
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
|
||||
p.vel.z += 5;
|
||||
invoker.module = p;
|
||||
}
|
||||
|
||||
action void A_ReturnModule()
|
||||
{
|
||||
Weapon weap = Weapon(invoker);
|
||||
if ( !weap ) return;
|
||||
A_PlaySound("transloc/return",CHAN_WEAPON);
|
||||
invoker.FireEffect();
|
||||
A_AlertMonsters();
|
||||
if ( invoker.module && invoker.module.bAMBUSH )
|
||||
{
|
||||
UTMainHandler.DoFlash(self,Color(255,255,255,255),50);
|
||||
A_PlaySound("transloc/spark",CHAN_WEAPON);
|
||||
DamageMobj(invoker,self,int.max,'Telefrag',DMG_THRUSTLESS);
|
||||
}
|
||||
if ( invoker.module ) invoker.module.Destroy();
|
||||
}
|
||||
|
||||
action void A_Translocate()
|
||||
{
|
||||
Weapon weap = Weapon(invoker);
|
||||
if ( !weap ) return;
|
||||
if ( !invoker.module )
|
||||
{
|
||||
invoker.FireEffect();
|
||||
A_AlertMonsters();
|
||||
A_PlaySound("transloc/return",CHAN_WEAPON);
|
||||
return;
|
||||
}
|
||||
// check if there's enough space
|
||||
Vector3 oldpos = pos, newpos = invoker.module.pos;
|
||||
bool bBroken = invoker.module.bAMBUSH;
|
||||
invoker.module.Destroy();
|
||||
invoker.FireEffect();
|
||||
A_AlertMonsters();
|
||||
if ( Warp(self,newpos.x,newpos.y,newpos.z,flags:WARPF_ABSOLUTEPOSITION|WARPF_TESTONLY) && TeleportMove(newpos,true) )
|
||||
{
|
||||
SpawnTeleportFog(oldpos,true,false);
|
||||
Vector3 diff = level.Vec3Diff(oldpos,newpos);
|
||||
for ( int i=0; i<40; i++ )
|
||||
{
|
||||
let a = Spawn("TranslocatorAfterimage",oldpos);
|
||||
a.target = self;
|
||||
TranslocatorAfterimage(a).spreaddir = diff.unit();
|
||||
a.speed = (diff.length()/400)**0.5;
|
||||
}
|
||||
SpawnTeleportFog(newpos,false,false);
|
||||
player.fov = min(175,player.desiredfov+60);
|
||||
}
|
||||
else A_PlaySound("transloc/return",CHAN_WEAPON);
|
||||
if ( bBroken )
|
||||
{
|
||||
UTMainHandler.DoFlash(self,Color(255,255,255,255),50);
|
||||
A_PlaySound("transloc/spark",CHAN_WEAPON);
|
||||
DamageMobj(invoker,self,int.max,'Telefrag',DMG_THRUSTLESS);
|
||||
}
|
||||
}
|
||||
|
||||
Default
|
||||
{
|
||||
Tag "Translocator";
|
||||
|
|
@ -15,5 +363,56 @@ Class Translocator : UTWeapon
|
|||
Stop;
|
||||
TLCP B -1;
|
||||
Stop;
|
||||
Select:
|
||||
TLCS A 1 A_Raise(int.max);
|
||||
Wait;
|
||||
Ready:
|
||||
TLCS A 0 A_JumpIf(invoker.module,"Ready2");
|
||||
TLCS ABCDEFGHIJKL 1;
|
||||
TLCS L 0 A_JumpIf(invoker.module,"Idle");
|
||||
Goto Idle2;
|
||||
Ready2:
|
||||
TLD2 GFEDCBA 2;
|
||||
Idle:
|
||||
TLCI A 0 A_Overlay(-9999,"Dummy"); // little hackeroo to make this more responsive
|
||||
TLCI AB 25 A_JumpIf(!invoker.module,"PickedUp");
|
||||
Goto Idle+1;
|
||||
Dummy:
|
||||
TNT1 A 2
|
||||
{
|
||||
A_WeaponReady();
|
||||
return A_JumpIf(!invoker.module,"Null");
|
||||
}
|
||||
Wait;
|
||||
Idle2:
|
||||
TLI2 ABCDEFGHIJKLMNOPQRS 2 A_WeaponReady(WRF_NOSECONDARY);
|
||||
Loop;
|
||||
PickedUp:
|
||||
TLCI A 5;
|
||||
TLI2 A 0;
|
||||
Goto Idle2;
|
||||
Fire:
|
||||
TLCF A 0 A_JumpIf(invoker.module,"Return");
|
||||
TLCF A 0 A_ThrowModule();
|
||||
TLCF ABCDEFGH 1;
|
||||
TLCF IJKLMNOPQRS 1 A_WeaponReady();
|
||||
Goto Idle;
|
||||
Return:
|
||||
TLCF A 0 A_ReturnModule();
|
||||
TLCF ABCDEFGH 1;
|
||||
Goto Idle2;
|
||||
AltFire:
|
||||
TLCT A 0 A_Translocate();
|
||||
TLCT ABCDEFGHIJKLM 1;
|
||||
Goto Idle2;
|
||||
Deselect:
|
||||
TLCD A 0 A_JumpIf(invoker.module,"Deselect2");
|
||||
TLCD ABCDEFG 2;
|
||||
TLCD G 1 A_Lower(int.max);
|
||||
Wait;
|
||||
Deselect2:
|
||||
TLD2 ABCDEFG 2;
|
||||
TLD2 G 1 A_Lower(int.max);
|
||||
Wait;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -690,6 +690,11 @@ Class UTMainHandler : StaticEventHandler
|
|||
}
|
||||
}
|
||||
|
||||
override void WorldThingSpawned( WorldEvent e )
|
||||
{
|
||||
if ( e.Thing.bBOSS ) e.Thing.bNOTELEFRAG = true;
|
||||
}
|
||||
|
||||
ui void StartMenu()
|
||||
{
|
||||
if ( gamestate != GS_TITLELEVEL ) return;
|
||||
|
|
|
|||
|
|
@ -179,13 +179,12 @@ Class UTHud : BaseStatusBar
|
|||
Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha);
|
||||
}
|
||||
|
||||
private bool UTDrawWeaponIcon( Weapon w, bool use, bool pending, double sx = 1.0 )
|
||||
private bool UTDrawWeaponIcon( Weapon w, bool use, double sx = 1.0 )
|
||||
{
|
||||
for ( int i=0; i<14; i++ )
|
||||
{
|
||||
if ( !(w is IconClasses[i]) ) continue;
|
||||
if ( use ) UTDrawTintedTex(Uses[i],sx);
|
||||
else if ( pending ) UTDrawTintedTex(Icons[i],sx);
|
||||
else UTDrawTintedTex(Icons[i],sx,tintcolor/2);
|
||||
return true;
|
||||
}
|
||||
|
|
@ -317,7 +316,7 @@ Class UTHud : BaseStatusBar
|
|||
int slot = cw.SlotNumber?(cw.SlotNumber-1):9;
|
||||
CurX = BaseX+slot*WeaponOffset;
|
||||
CurY = BaseY;
|
||||
UTDrawWeaponIcon(cw,true,false,0.8);
|
||||
UTDrawWeaponIcon(cw,true,0.8);
|
||||
CurX = BaseX+slot*WeaponOffset;
|
||||
CurY = BaseY;
|
||||
UTDrawPlainTex(WeaponBox,0.8);
|
||||
|
|
@ -329,6 +328,9 @@ Class UTHud : BaseStatusBar
|
|||
CurY = BaseY-32*WeapScale;
|
||||
DrawColor = GoldColor;
|
||||
UTDrawColorTex(Flash,0.8);
|
||||
CurX = BaseX+slot*WeaponOffset;
|
||||
CurY = BaseY;
|
||||
UTDrawWeaponIcon(pw,true,0.8);
|
||||
}
|
||||
Weapon wslots[10];
|
||||
for ( Inventory i = CPlayer.mo.Inv; i; i=i.Inv )
|
||||
|
|
@ -348,8 +350,8 @@ Class UTHud : BaseStatusBar
|
|||
CurY = BaseY;
|
||||
if ( !wslots[i] )
|
||||
UTDrawTintedTex(Slots[i],1.6,tintcolor/2);
|
||||
else if ( wslots[i] != cw )
|
||||
if ( !UTDrawWeaponIcon(wslots[i],false,wslots[i]==pw,0.8) )
|
||||
else if ( (wslots[i] != cw) && (wslots[i] != pw) )
|
||||
if ( !UTDrawWeaponIcon(wslots[i],false,0.8) )
|
||||
UTDrawTintedTex(Slots[i],1.6,tintcolor/2);
|
||||
}
|
||||
for ( int i=0; i<10; i++ )
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue