Translocator implemented. Tweaked some little things about the HUD, too.

This commit is contained in:
Marisa the Magician 2018-05-27 01:28:35 +02:00
commit a14e43481b
9 changed files with 619 additions and 6 deletions

View file

@ -1,3 +1,18 @@
Model "TranslocatorModule"
{
Path "models"
Model 0 "Module_d.3d"
Skin 0 "tloc2_.png"
Scale -0.0672 0.056 0.056
PitchOffset 90
ZOffset 6
USEACTORPITCH
FrameIndex TMOD A 0 0
FrameIndex TMOD B 0 1
FrameIndex TMOD C 0 2
}
Model "Translocator"
{
Path "models"
@ -25,3 +40,107 @@ Model "Translocator"
FrameIndex TLCP B 1 0
}
Model "Translocator"
{
Path "models"
Model 0 "Transloc_d.3d"
SurfaceSkin 0 0 "tloc1.png"
SurfaceSkin 0 1 "tloc2.png"
SurfaceSkin 0 2 "tloc3.png"
SurfaceSkin 0 3 "tloc4.png"
Scale 0.11 0.055 0.11
Offset -17.8 -22.8 -33.2
PitchOffset 87
RollOffset 5
AngleOffset 183
// select
FrameIndex TLCS A 0 18
FrameIndex TLCS B 0 19
FrameIndex TLCS C 0 20
FrameIndex TLCS D 0 21
FrameIndex TLCS E 0 22
FrameIndex TLCS F 0 23
FrameIndex TLCS G 0 24
FrameIndex TLCS H 0 25
FrameIndex TLCS I 0 26
FrameIndex TLCS J 0 27
FrameIndex TLCS K 0 28
FrameIndex TLCS L 0 29
// throw
FrameIndex TLCF A 0 32
FrameIndex TLCF B 0 33
FrameIndex TLCF C 0 34
FrameIndex TLCF D 0 35
FrameIndex TLCF E 0 36
FrameIndex TLCF F 0 37
FrameIndex TLCF G 0 38
FrameIndex TLCF H 0 39
FrameIndex TLCF I 0 40
FrameIndex TLCF J 0 41
FrameIndex TLCF K 0 42
FrameIndex TLCF L 0 43
FrameIndex TLCF M 0 44
FrameIndex TLCF N 0 45
// pre reset
FrameIndex TLCF O 0 46
FrameIndex TLCF P 0 47
FrameIndex TLCF Q 0 48
FrameIndex TLCF R 0 49
FrameIndex TLCF S 0 50
// idle
FrameIndex TLCI A 0 51
FrameIndex TLCI B 0 52
// down
FrameIndex TLCD A 0 66
FrameIndex TLCD B 0 67
FrameIndex TLCD C 0 68
FrameIndex TLCD D 0 69
FrameIndex TLCD E 0 70
FrameIndex TLCD F 0 71
FrameIndex TLCD G 0 72
// thrown frame
FrameIndex TLCT A 0 52
// thrown
FrameIndex TLCT B 0 53
FrameIndex TLCT C 0 54
FrameIndex TLCT D 0 55
FrameIndex TLCT E 0 56
FrameIndex TLCT F 0 57
FrameIndex TLCT G 0 58
FrameIndex TLCT H 0 59
FrameIndex TLCT I 0 60
FrameIndex TLCT J 0 61
FrameIndex TLCT K 0 62
FrameIndex TLCT L 0 63
FrameIndex TLCT M 0 64
// down 2
FrameIndex TLD2 A 0 77
FrameIndex TLD2 B 0 78
FrameIndex TLD2 C 0 79
FrameIndex TLD2 D 0 80
FrameIndex TLD2 E 0 81
FrameIndex TLD2 F 0 82
FrameIndex TLD2 G 0 83
// idle 2
FrameIndex TLI2 A 0 88
FrameIndex TLI2 B 0 89
FrameIndex TLI2 C 0 90
FrameIndex TLI2 D 0 91
FrameIndex TLI2 E 0 92
FrameIndex TLI2 F 0 93
FrameIndex TLI2 G 0 94
FrameIndex TLI2 H 0 95
FrameIndex TLI2 I 0 96
FrameIndex TLI2 J 0 97
FrameIndex TLI2 K 0 98
FrameIndex TLI2 L 0 99
FrameIndex TLI2 M 0 100
FrameIndex TLI2 N 0 101
FrameIndex TLI2 O 0 102
FrameIndex TLI2 P 0 103
FrameIndex TLI2 Q 0 104
FrameIndex TLI2 R 0 105
FrameIndex TLI2 S 0 106
}

View file

@ -32,10 +32,10 @@ Currently implemented:
- UT HUD
- Impact Hammer (slot 1)
- Chainsaw (slot 1)
- Translocator (slot 1)
In progress:
- Translocator (slot 1)
- Enforcer (slot 2)
- Dual Enforcers (slot 2)
- Ripper (slot 6)

View file

@ -133,6 +133,12 @@ chainsaw/idle chainidl
chainsaw/lower chainpdn
chainsaw/fire sawhit
transloc/throw throwtgt
transloc/return rtarget
transloc/spark tdisrupt
transloc/bounce hit1
transloc/hum targeth
ges/hit gelhit
ges/select gelselec
ges/fire gelshot

BIN
sounds/RTarget.wav Normal file

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BIN
sprites/TGLOA0.png Normal file

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After

Width:  |  Height:  |  Size: 3 KiB

View file

@ -1,2 +1,84 @@
Sprite "TLCPA0",1,1{}
Sprite "TLCPB0",1,1{}
Sprite "TLCSA0",1,1{}
Sprite "TLCSB0",1,1{}
Sprite "TLCSC0",1,1{}
Sprite "TLCSD0",1,1{}
Sprite "TLCSE0",1,1{}
Sprite "TLCSF0",1,1{}
Sprite "TLCSG0",1,1{}
Sprite "TLCSH0",1,1{}
Sprite "TLCSI0",1,1{}
Sprite "TLCSJ0",1,1{}
Sprite "TLCSK0",1,1{}
Sprite "TLCSL0",1,1{}
Sprite "TLCFA0",1,1{}
Sprite "TLCFB0",1,1{}
Sprite "TLCFC0",1,1{}
Sprite "TLCFD0",1,1{}
Sprite "TLCFE0",1,1{}
Sprite "TLCFF0",1,1{}
Sprite "TLCFG0",1,1{}
Sprite "TLCFH0",1,1{}
Sprite "TLCFI0",1,1{}
Sprite "TLCFJ0",1,1{}
Sprite "TLCFK0",1,1{}
Sprite "TLCFL0",1,1{}
Sprite "TLCFM0",1,1{}
Sprite "TLCFN0",1,1{}
Sprite "TLCFO0",1,1{}
Sprite "TLCFP0",1,1{}
Sprite "TLCFQ0",1,1{}
Sprite "TLCFR0",1,1{}
Sprite "TLCFS0",1,1{}
Sprite "TLCIA0",1,1{}
Sprite "TLCIB0",1,1{}
Sprite "TLCDA0",1,1{}
Sprite "TLCDB0",1,1{}
Sprite "TLCDC0",1,1{}
Sprite "TLCDD0",1,1{}
Sprite "TLCDE0",1,1{}
Sprite "TLCDF0",1,1{}
Sprite "TLCDG0",1,1{}
Sprite "TLCTA0",1,1{}
Sprite "TLCTB0",1,1{}
Sprite "TLCTC0",1,1{}
Sprite "TLCTD0",1,1{}
Sprite "TLCTE0",1,1{}
Sprite "TLCTF0",1,1{}
Sprite "TLCTG0",1,1{}
Sprite "TLCTH0",1,1{}
Sprite "TLCTI0",1,1{}
Sprite "TLCTJ0",1,1{}
Sprite "TLCTK0",1,1{}
Sprite "TLCTL0",1,1{}
Sprite "TLCTM0",1,1{}
Sprite "TLD2A0",1,1{}
Sprite "TLD2B0",1,1{}
Sprite "TLD2C0",1,1{}
Sprite "TLD2D0",1,1{}
Sprite "TLD2E0",1,1{}
Sprite "TLD2F0",1,1{}
Sprite "TLD2G0",1,1{}
Sprite "TLI2A0",1,1{}
Sprite "TLI2B0",1,1{}
Sprite "TLI2C0",1,1{}
Sprite "TLI2D0",1,1{}
Sprite "TLI2E0",1,1{}
Sprite "TLI2F0",1,1{}
Sprite "TLI2G0",1,1{}
Sprite "TLI2H0",1,1{}
Sprite "TLI2I0",1,1{}
Sprite "TLI2J0",1,1{}
Sprite "TLI2K0",1,1{}
Sprite "TLI2L0",1,1{}
Sprite "TLI2M0",1,1{}
Sprite "TLI2N0",1,1{}
Sprite "TLI2O0",1,1{}
Sprite "TLI2P0",1,1{}
Sprite "TLI2Q0",1,1{}
Sprite "TLI2R0",1,1{}
Sprite "TLI2S0",1,1{}
Sprite "TMODA0",1,1{}
Sprite "TMODB0",1,1{}
Sprite "TMODC0",1,1{}

View file

@ -1,5 +1,353 @@
Class ModuleHitbox : Actor
{
Default
{
Radius 10;
Height 4;
+SHOOTABLE;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+NOBLOOD;
}
override int DamageMobj( Actor inflictor, Actor source, int damage, Name mod, int flags, double angle )
{
if ( target )
{
if ( inflictor ) target.vel += level.Vec3Diff(inflictor.pos,pos).unit()*damage*0.2;
else if ( source ) target.vel += level.Vec3Diff(source.pos,pos).unit()*damage*0.2;
target.vel.z = 5;
}
if ( !target || (target.target && ((target.target == source) || target.target.isTeammate(source))) ) return 0;
target.bAMBUSH = true;
return 0;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
SetOrigin(target.pos-(0,0,height*0.5),true);
if ( target.bMISSILE ) return;
let bi = BlockThingsIterator.Create(self,32);
while ( bi.Next() )
{
if ( !bi.Thing || (bi.Thing != target.target) ) continue;
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)) )
{
A_PlaySound("misc/i_pkup");
target.Destroy();
return;
}
}
}
States
{
Spawn:
TNT1 A 10 A_AlertMonsters(0,AMF_TARGETEMITTER);
Wait;
}
}
Class TranslocatorGlowLight : DynamicLight
{
Default
{
DynamicLight.Type "Point";
Args 255,255,255,40;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
SetOrigin(target.pos,true);
}
}
Class TranslocatorGlow : Actor
{
override void PostBeginPlay()
{
Super.PostBeginPlay();
let l = Spawn("TranslocatorGlowLight",pos);
l.target = self;
l.args[0] = fillcolor.r;
l.args[1] = fillcolor.g;
l.args[2] = fillcolor.b;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
SetOrigin(target.Vec3Offset(0,0,10),true);
}
Default
{
Radius 0.1;
Height 0;
+NOCLIP;
+NOGRAVITY;
+DONTSPLASH;
+FORCEXYBILLBOARD;
RenderStyle "AddShaded";
StencilColor "FFFFFF";
Scale 0.5;
}
States
{
Spawn:
TGLO A -1 Bright;
Stop;
}
}
Class TranslocatorModule : Actor
{
Actor b;
Default
{
Radius 2;
Height 2;
Speed 20;
PROJECTILE;
-NOGRAVITY;
+USEBOUNCESTATE;
+SKYEXPLODE;
+HITTRACER;
BounceType "Doom";
BounceFactor 0.5;
WallBounceFactor 0.5;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
if ( !target )
{
Destroy();
return;
}
b = Spawn("ModuleHitbox",pos);
b.target = self;
A_PlaySound("transloc/hum",CHAN_VOICE,0.5,true,2.0);
}
override bool CanCollideWith( Actor other, bool passive )
{
return (other != tracer);
}
action void A_LightUp()
{
let l = Spawn("TranslocatorGlow",Vec3Offset(0,0,10));
l.target = self;
if ( !target || !target.player ) return;
Color gcol;
if ( deathmatch && (target.player.GetTeam() < teams.size()) ) gcol = teams[target.player.GetTeam()].mName;
else gcol = target.player.GetColor();
// maximize brightness
if ( (gcol.r+gcol.g+gcol.b) <= 0 ) gcol = "White";
else
{
int maxcomp = max(gcol.r,max(gcol.g,gcol.b));
int newr = int(gcol.r*(255./maxcomp));
int newg = int(gcol.g*(255./maxcomp));
int newb = int(gcol.b*(255./maxcomp));
gcol = Color(newr,newg,newb);
}
l.SetShade(gcol);
}
override void Tick()
{
Super.Tick();
if ( bAMBUSH && !Random[Transloc](0,40) )
{
A_PlaySound("transloc/spark");
int numpt = Random[Transloc](20,40);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Transloc](-1,1),FRandom[Transloc](-1,1),FRandom[Transloc](-1,1)).unit()*FRandom[Transloc](0.1,1.2);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Transloc](128,192));
}
numpt = Random[Transloc](4,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Transloc](-1,1),FRandom[Transloc](-1,1),FRandom[Transloc](-1,1)).unit()*FRandom[Transloc](2,8);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
}
}
States
{
Spawn:
TMOD A 1;
Wait;
Bounce:
TMOD A 0
{
A_SetPitch(0);
A_PlaySound("transloc/bounce");
}
Goto Spawn;
Death:
TMOD A 0
{
A_SetPitch(0);
if ( tracer )
{
SetOrigin(tracer.Vec2OffsetZ(0,0,pos.z),false);
vel.xy *= 0;
}
}
TMOD A 12;
TMOD B 8;
TMOD C -1 A_LightUp();
Stop;
}
}
Class TranslocatorAfterimage : Actor
{
Vector3 spreaddir;
Default
{
RenderStyle "AddStencil";
StencilColor "FF0000";
+NOCLIP;
+NOGRAVITY;
+DONTSPLASH;
+NOTELEPORT;
Radius 0.1;
Height 0;
Speed 1;
Alpha 0.1;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
if ( !target )
{
Destroy();
return;
}
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;
}
}

View file

@ -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;

View file

@ -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++ )