Various improvements, fixes and rebalances that I'm too tired to list through.
This commit is contained in:
parent
1b7a288bf5
commit
a99c38fd75
13 changed files with 260 additions and 74 deletions
Binary file not shown.
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@ -26,10 +26,10 @@ Model "FlakSlug"
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Path "models"
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Path "models"
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Model 0 "flakslugm_d.3d"
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Model 0 "flakslugm_d.3d"
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Skin 0 "jflakslugel1.png"
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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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AngleOffset 180
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PitchOffset 90
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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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FrameIndex FSLG A 0 0
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}
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}
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@ -110,6 +110,7 @@ misc/chat2 newbeep
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misc/teleport resp2a
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misc/teleport resp2a
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misc/ut_keg utsuperh
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misc/ut_keg utsuperh
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misc/ut_heal uthealth
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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_shard shardpck
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misc/ut_armor armorut
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misc/ut_armor armorut
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belt/pickup beltsnd
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belt/pickup beltsnd
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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.PickupMessage "You picked up a Single Rocket.";
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Inventory.Amount 1;
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Inventory.Amount 1;
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Ammo.DropAmount 1;
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Ammo.DropAmount 1;
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+INVENTORY.IGNORESKILL;
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}
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}
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States
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States
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{
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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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Class UTRocket : Actor
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{
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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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Default
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{
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{
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Obituary "%o was smacked down by %k's Rocket Launcher.";
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Obituary "%o was smacked down by %k's Rocket Launcher.";
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DamageType 'RocketDeath';
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DamageType 'RocketDeath';
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Radius 2;
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Radius 2;
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Height 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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PROJECTILE;
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+SKYEXPLODE;
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+SKYEXPLODE;
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+EXPLODEONWATER;
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+EXPLODEONWATER;
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@ -122,6 +125,8 @@ Class UTRocket : Actor
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let l = Spawn("UTRocketTrail",pos);
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let l = Spawn("UTRocketTrail",pos);
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l.target = self;
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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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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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}
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action void A_RocketExplode( int dmg, int rad )
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action void A_RocketExplode( int dmg, int rad )
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{
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{
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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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s.scale *= FRandom[Eightball](0.9,2.7);
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}
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}
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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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States
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{
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{
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Spawn:
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Spawn:
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RCKT B 1
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RCKT B 1
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{
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{
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A_SetRoll(roll+30,SPF_INTERPOLATE);
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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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Vector3 dir = vel.unit();
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if ( waterlevel <= 0 ) vel = dir*min(vel.length()+1,32);
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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_SetAngle(atan2(dir.y,dir.x),SPF_INTERPOLATE);
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A_SetPitch(asin(-dir.z),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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for ( int i=0; i<3; i++ )
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{
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{
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let s = Spawn("UTSmoke",pos);
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let s = Spawn("UTSmoke",pos);
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@ -29,13 +29,17 @@ Class FlakAmmo : Ammo
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Default
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Default
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{
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{
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Tag "Flak Shells";
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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.Amount 10;
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Inventory.MaxAmount 50;
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Inventory.MaxAmount 50;
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Ammo.BackpackAmount 20;
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Ammo.BackpackAmount 20;
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Ammo.BackpackMaxAmount 100;
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Ammo.BackpackMaxAmount 100;
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Ammo.DropAmount 5;
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Ammo.DropAmount 5;
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}
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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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States
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{
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{
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Spawn:
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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.PickupMessage "You picked up a Flak Shell.";
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Inventory.Amount 1;
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Inventory.Amount 1;
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Ammo.DropAmount 1;
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Ammo.DropAmount 1;
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+INVENTORY.IGNORESKILL;
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}
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}
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States
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States
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{
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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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DamageType 'Shredded';
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BounceType "Doom";
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BounceType "Doom";
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BounceFactor 0.8;
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BounceFactor 0.8;
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WallBounceFactor 0.8;
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PROJECTILE;
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PROJECTILE;
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+USEBOUNCESTATE;
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+USEBOUNCESTATE;
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-BOUNCEAUTOOFF;
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-BOUNCEAUTOOFF;
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+BOUNCEAUTOOFFFLOORONLY;
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+CANBOUNCEWATER;
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+CANBOUNCEWATER;
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+SKYEXPLODE;
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+SKYEXPLODE;
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Scale 0.3;
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Scale 0.3;
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@ -224,9 +229,10 @@ 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.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.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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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_PlaySound("flak/bounce",volume:0.3);
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A_AlertMonsters();
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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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if ( vel.length() < 4.0 ) ExplodeMissile();
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}
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}
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override int DoSpecialDamage( Actor target, int damage, Name damagetype )
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override int DoSpecialDamage( Actor target, int damage, Name damagetype )
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@ -28,7 +28,6 @@ Class UTHealthBox : Health replaces Medikit
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Tag "Health Box";
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Tag "Health Box";
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Inventory.Amount 50;
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Inventory.Amount 50;
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Inventory.PickupMessage "You picked up a Health Box.";
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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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Inventory.PickupSound "misc/ut_heal";
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}
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}
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States
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States
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@ -30,13 +30,17 @@ Class MiniAmmo : Ammo
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Default
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Default
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{
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{
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Tag "Large Bullets";
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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;
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Inventory.Amount 50;
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Inventory.MaxAmount 200;
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Inventory.MaxAmount 200;
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Ammo.BackpackAmount 100;
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Ammo.BackpackAmount 100;
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Ammo.BackpackMaxAmount 400;
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Ammo.BackpackMaxAmount 400;
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Ammo.DropAmount 20;
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Ammo.DropAmount 20;
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}
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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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States
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{
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{
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Spawn:
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Spawn:
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@ -102,7 +106,7 @@ Class Minigun : UTWeapon
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A_Overlay(-2,"MuzzleFlash",true);
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A_Overlay(-2,"MuzzleFlash",true);
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A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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A_OverlayRenderstyle(-2,STYLE_Add);
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A_OverlayRenderstyle(-2,STYLE_Add);
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if ( (alt && (invoker.bcnt++ < 3)) || (invoker.bcnt++ < 5) ) return;
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if ( (alt && (invoker.bcnt++ < 2)) || (invoker.bcnt++ < 4) ) return;
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invoker.bcnt = 0;
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invoker.bcnt = 0;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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invoker.FireEffect();
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invoker.FireEffect();
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@ -52,13 +52,18 @@ Class DamageAmplifier : Powerup
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Powerup.Color "EE00FF", 0.15;
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Powerup.Color "EE00FF", 0.15;
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}
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}
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override void BeginPlay()
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{
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Super.BeginPlay();
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if ( deathmatch ) EffectTics /= 2;
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}
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override void InitEffect()
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override void InitEffect()
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{
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{
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Super.InitEffect();
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Super.InitEffect();
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l = Spawn("DamageAmpLight",Owner.pos);
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l = Spawn("DamageAmpLight",Owner.pos);
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l.target = Owner;
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l.target = Owner;
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l.master = self;
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l.master = self;
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if ( deathmatch ) EffectTics /= 2;
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}
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}
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override void DoEffect()
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override void DoEffect()
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@ -197,11 +202,16 @@ Class PowerUTInvisibility : PowerInvisibility
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{
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{
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Default
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Default
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{
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{
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Powerup.Duration -80;
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Powerup.Duration -100;
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Powerup.Strength 90;
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Powerup.Strength 90;
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Powerup.Mode "Additive";
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Powerup.Mode "Additive";
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Powerup.Color "FFFFFF", 0.1;
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Powerup.Color "FFFFFF", 0.1;
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}
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}
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override void BeginPlay()
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{
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Super.BeginPlay();
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if ( deathmatch ) EffectTics /= 2;
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}
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override void EndEffect()
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override void EndEffect()
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{
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{
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Super.EndEffect();
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Super.EndEffect();
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@ -58,7 +58,7 @@ Class Razor2 : Actor
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Radius 2;
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Radius 2;
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Height 2;
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Height 2;
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Speed 40; // should be 26 but it looks way too slow
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Speed 40; // should be 26 but it looks way too slow
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DamageFunction Random[Ripper](30,40);
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DamageFunction (Random[Ripper](30,40)*((DamageType=='Decapitated')?3.5:1.0));
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DamageType 'Ripper';
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DamageType 'Ripper';
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Obituary "%k ripped a chunk of meat out of %o with the Ripper.";
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Obituary "%k ripped a chunk of meat out of %o with the Ripper.";
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BounceType "Doom";
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BounceType "Doom";
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@ -84,12 +84,11 @@ Class Razor2 : Actor
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}
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}
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override int SpecialMissileHit( Actor victim )
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override int SpecialMissileHit( Actor victim )
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{
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{
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if ( pos.z > victim.pos.z+victim.height*0.8 ) DamageType = 'Decapitated';
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if ( pos.z > victim.pos.z+victim.height*0.75 ) DamageType = 'Decapitated';
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return -1;
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return -1;
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}
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}
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override int DoSpecialDamage( Actor target, int damage, Name damagetype )
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override int DoSpecialDamage( Actor target, int damage, Name damagetype )
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{
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{
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if ( pos.z > target.pos.z+target.height*0.8 ) damage *= 2;
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if ( !target.bNOBLOOD )
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if ( !target.bNOBLOOD )
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{
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{
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target.SpawnBlood(pos,AngleTo(target),damage);
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target.SpawnBlood(pos,AngleTo(target),damage);
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@ -1115,9 +1115,9 @@ Class EnhancedShockAmmo : Ammo
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{
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{
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int ticcnt;
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int ticcnt;
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override void PostBeginPlay()
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override void BeginPlay()
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{
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{
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Super.PostBeginPlay();
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Super.BeginPlay();
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if ( deathmatch )
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if ( deathmatch )
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{
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{
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MaxAmount /= 2;
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MaxAmount /= 2;
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@ -1167,7 +1167,6 @@ Class EnhancedShockRifle : UTWeapon replaces InvulnerabilitySphere
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override void PostBeginPlay()
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override void PostBeginPlay()
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{
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{
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Super.PostBeginPlay();
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Super.PostBeginPlay();
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if ( deathmatch ) AmmoGive1 /= 2;
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}
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}
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action void A_SShockFire()
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action void A_SShockFire()
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{
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{
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@ -1266,6 +1265,7 @@ Class EnhancedShockRifle : UTWeapon replaces InvulnerabilitySphere
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+WEAPON.AMMO_OPTIONAL;
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+WEAPON.AMMO_OPTIONAL;
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+WEAPON.ALT_AMMO_OPTIONAL;
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+WEAPON.ALT_AMMO_OPTIONAL;
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+WEAPON.CHEATNOTWEAPON;
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+WEAPON.CHEATNOTWEAPON;
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+INVENTORY.IGNORESKILL;
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}
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}
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States
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States
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{
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{
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@ -26,6 +26,7 @@ Class RifleAmmo2 : RifleAmmo
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Inventory.PickupMessage "You got a Rifle Round.";
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Inventory.PickupMessage "You got a Rifle Round.";
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Inventory.Amount 1;
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Inventory.Amount 1;
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Ammo.DropAmount 1;
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Ammo.DropAmount 1;
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+INVENTORY.IGNORESKILL;
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}
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}
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States
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States
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{
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{
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@ -5,14 +5,18 @@ Class UTPlayer : DoomPlayer
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transient CVar footsteps, utmovement, doomspeed, doomaircontrol, nowalkdrop;
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transient CVar footsteps, utmovement, doomspeed, doomaircontrol, nowalkdrop;
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Vector2 acceleration;
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Vector2 acceleration;
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Vector3 acceleration3;
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Vector3 acceleration3;
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int last_fm_tap, last_sm_tap;
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int last_fm, last_sm;
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int last_fm, last_sm;
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int last_fm_tap, last_sm_tap;
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int last_tap_fm, last_tap_sm;
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int last_jump_held;
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|
|
||||||
const groundspeed = 400.;
|
const groundspeed = 400.;
|
||||||
const accelrate = 2048.;
|
const accelrate = 2048.;
|
||||||
const walkfactor = 0.3;
|
const walkfactor = 0.3;
|
||||||
const utaircontrol = 0.35;
|
const utaircontrol = 0.35;
|
||||||
const groundspeed_doomish = 600.;
|
const groundspeed_doomish = 600.;
|
||||||
|
const fluidfriction = 1.2;
|
||||||
|
const terminalvelocity = 2500.;
|
||||||
|
|
||||||
Default
|
Default
|
||||||
{
|
{
|
||||||
|
|
@ -184,6 +188,7 @@ Class UTPlayer : DoomPlayer
|
||||||
bool forcefootstep = false;
|
bool forcefootstep = false;
|
||||||
if ( player.onground && !bNoGravity && !lastground && (waterlevel < 3) )
|
if ( player.onground && !bNoGravity && !lastground && (waterlevel < 3) )
|
||||||
{
|
{
|
||||||
|
player.jumptics = 0;
|
||||||
if ( lastvelz < -4 )
|
if ( lastvelz < -4 )
|
||||||
{
|
{
|
||||||
double vol = clamp((-lastvelz-4)*0.05,0.01,1.0);
|
double vol = clamp((-lastvelz-4)*0.05,0.01,1.0);
|
||||||
|
|
@ -240,38 +245,83 @@ Class UTPlayer : DoomPlayer
|
||||||
else fs *= max(abs(cmd.forwardmove/12800.),abs(cmd.sidemove/10240.));
|
else fs *= max(abs(cmd.forwardmove/12800.),abs(cmd.sidemove/10240.));
|
||||||
if ( CanCrouch() && (player.crouchfactor != -1) ) fs *= player.crouchfactor;
|
if ( CanCrouch() && (player.crouchfactor != -1) ) fs *= player.crouchfactor;
|
||||||
acceleration = rotatevector((cmd.forwardmove,-cmd.sidemove),angle);
|
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 ( player.onground )
|
||||||
{
|
{
|
||||||
if ( nowalkdrop.GetBool() )
|
if ( !bNoGravity && !waterlevel && (dodge.length() > 0) )
|
||||||
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;
|
if ( doomspeed.GetBool() ) vel += dodge.unit()*(groundspeed_doomish*1.5)/TICRATE;
|
||||||
vel.xy = vel.xy - (2 * dir) * vel.xy.length() * friction/TICRATE;
|
else vel += dodge.unit()*(groundspeed*1.5)/TICRATE;
|
||||||
if ( oldvel dot vel.xy < 0.0 ) vel.xy *= 0;
|
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
|
else
|
||||||
{
|
{
|
||||||
Vector2 acceldir = acceleration.unit();
|
if ( nowalkdrop.GetBool() )
|
||||||
acceleration = acceldir * Min(acceleration.length(), accelrate/TICRATE);
|
bNODROPOFF = ((acceleration.length() > double.epsilon) && (cmd.buttons&BT_SPEED));
|
||||||
vel.xy = vel.xy - (dir - acceldir) * vel.xy.length() * friction/TICRATE;
|
// 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;
|
||||||
}
|
}
|
||||||
vel.xy = vel.xy + acceleration * (1./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 )
|
else if ( !bNoGravity && !waterlevel )
|
||||||
{
|
{
|
||||||
|
|
@ -281,8 +331,23 @@ Class UTPlayer : DoomPlayer
|
||||||
maxaccel += (40.-vel.xy.length())/TICRATE;
|
maxaccel += (40.-vel.xy.length())/TICRATE;
|
||||||
if ( acceleration.length() > maxaccel )
|
if ( acceleration.length() > maxaccel )
|
||||||
acceleration = acceleration.unit()*maxaccel;
|
acceleration = acceleration.unit()*maxaccel;
|
||||||
acceleration *= doomaircontrol.GetBool()?level.aircontrol:0.35;
|
Vector2 dir = (0,0);
|
||||||
vel.xy += acceleration/TICRATE;
|
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;
|
player.vel *= 0;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
|
@ -327,44 +392,41 @@ Class UTPlayer : DoomPlayer
|
||||||
player.camera = player.mo;
|
player.camera = player.mo;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
override void CheckJump()
|
override void CheckJump()
|
||||||
{
|
{
|
||||||
if ( !utmovement ) utmovement = CVar.GetCVar('flak_utmovement');
|
if ( !utmovement ) utmovement = CVar.GetCVar('flak_utmovement');
|
||||||
if ( !doomspeed ) doomspeed = CVar.GetCVar('flak_doomspeed');
|
if ( !utmovement.GetBool() )
|
||||||
if ( utmovement.GetBool() && player.onground && !bNoGravity && !waterlevel && (player.jumptics == 0) && (player.cmd.forwardmove || player.cmd.sidemove) )
|
|
||||||
{
|
{
|
||||||
int fm = player.cmd.forwardmove;
|
Super.CheckJump();
|
||||||
int sm = player.cmd.sidemove;
|
return;
|
||||||
Vector2 dodge = (0,0);
|
}
|
||||||
if ( fm )
|
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) )
|
||||||
{
|
{
|
||||||
int clk = abs(gametic-last_fm_tap);
|
double jumpvelz = JumpZ;
|
||||||
if ( (clk < 5) && (clk > 1) && (last_fm*fm>0) )
|
double jumpfac = 0;
|
||||||
dodge += RotateVector((fm,0),angle).unit();
|
for ( let p = Inv; p != null; p = p.Inv )
|
||||||
last_fm_tap = gametic;
|
{
|
||||||
last_fm = fm;
|
let pp = PowerHighJump(p);
|
||||||
}
|
if ( !pp ) continue;
|
||||||
if ( sm )
|
double f = pp.Strength;
|
||||||
{
|
if ( f > jumpfac ) jumpfac = f;
|
||||||
int clk = abs(gametic-last_sm_tap);
|
}
|
||||||
if ( (clk < 5) && (clk > 1) && (last_sm*sm>0) )
|
if ( jumpfac > 0 ) jumpvelz *= jumpfac;
|
||||||
dodge += RotateVector((0,-sm),angle).unit();
|
Vel.z += jumpvelz;
|
||||||
last_sm_tap = gametic;
|
|
||||||
last_sm = sm;
|
|
||||||
}
|
|
||||||
if ( 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;
|
bOnMobj = false;
|
||||||
player.jumpTics = -1;
|
player.jumpTics = -1;
|
||||||
if ( !(player.cheats&CF_PREDICTING) )
|
if ( !(player.cheats&CF_PREDICTING) )
|
||||||
A_PlaySound("*jump",CHAN_BODY);
|
A_PlaySound("*jump",CHAN_BODY);
|
||||||
}
|
}
|
||||||
|
last_jump_held = gametic;
|
||||||
}
|
}
|
||||||
Super.CheckJump();
|
if ( !player.onground || player.jumptics )
|
||||||
|
last_jump_held = gametic;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -388,6 +450,7 @@ Class RandomSpawner2 : RandomSpawner
|
||||||
Class UTWeapon : Weapon
|
Class UTWeapon : Weapon
|
||||||
{
|
{
|
||||||
int DropAmmo;
|
int DropAmmo;
|
||||||
|
bool bExtraPickup;
|
||||||
|
|
||||||
Property DropAmmo: DropAmmo;
|
Property DropAmmo: DropAmmo;
|
||||||
|
|
||||||
|
|
@ -434,6 +497,79 @@ Class UTWeapon : Weapon
|
||||||
A_ClearRefire();
|
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
|
Default
|
||||||
{
|
{
|
||||||
Weapon.BobStyle "Smooth";
|
Weapon.BobStyle "Smooth";
|
||||||
|
|
@ -1022,7 +1158,9 @@ Class UTMainHandler : StaticEventHandler
|
||||||
|
|
||||||
ui void StartMenu()
|
ui void StartMenu()
|
||||||
{
|
{
|
||||||
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 )
|
if ( proto )
|
||||||
{
|
{
|
||||||
tex = TexMan.CheckForTexture("protobg",TexMan.Type_Any);
|
tex = TexMan.CheckForTexture("protobg",TexMan.Type_Any);
|
||||||
|
|
|
||||||
|
|
@ -11,6 +11,7 @@ Class WarheadAmmo : Ammo
|
||||||
Ammo.BackpackMaxAmount 3;
|
Ammo.BackpackMaxAmount 3;
|
||||||
Ammo.DropAmount 1;
|
Ammo.DropAmount 1;
|
||||||
Inventory.RespawnTics 2100;
|
Inventory.RespawnTics 2100;
|
||||||
|
+INVENTORY.IGNORESKILL;
|
||||||
}
|
}
|
||||||
States
|
States
|
||||||
{
|
{
|
||||||
|
|
@ -710,6 +711,7 @@ Class WarheadLauncher : UTWeapon replaces BFG9000
|
||||||
Weapon.AmmoGive 1;
|
Weapon.AmmoGive 1;
|
||||||
Inventory.RespawnTics 2100;
|
Inventory.RespawnTics 2100;
|
||||||
+INVENTORY.ALWAYSPICKUP;
|
+INVENTORY.ALWAYSPICKUP;
|
||||||
|
+INVENTORY.IGNORESKILL;
|
||||||
+WEAPON.NOAUTOFIRE;
|
+WEAPON.NOAUTOFIRE;
|
||||||
UTWeapon.DropAmmo 1;
|
UTWeapon.DropAmmo 1;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue